Cleric
Base Class: Cleric

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

(The purpose of this homebrew is to offer a thematic and balanced alternative to the Twilight Domain released in Tasha's Cauldron of Everything.)

Twilight Domain Spells

Cleric Level

Spells

1st

faerie fire, sleep

3rd

pass without trace, see invisibility

5th

aura of vitality, leomund's tiny hut

7th

aura of life, greater invisibility

9th

circle of power, mislead

Eyes of Night

Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Form of Twilight

At 2nd level, you can use your Channel Divinity to assume a form of one of the aspects of twilight. As a bonus action, you present your holy symbol, and assume the form of one of the two aspects of twilight for 1 minute. It ends early if you dismiss it (no action required), are incapacitated or die.

Whenever you assume a twilight form, choose which of the following:

Light. While in this form you shed bright light in a 10-foot radius and dim light for an additional 10 feet. Once during each of your turns, when you cast a healing spell or a spell that affects multiple targets without forcing them to make a saving throw you can grant a number of affected creatures up to you Proficiency bonus temporary hit points equal to 1d6 plus your cleric level.

Darkness. While in this form you absorb light in a 30-foot radius turning the area into dim light. Once during each of your turns, when you hit a creature with an attack or force creatures to make a saving throw against a spell that you cast you can cause a number of creatures up to your Proficiency bonus to become unable to take reactions until the start of its next turn.

Steps of Night

Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. This benefit works only in short bursts; you gently float to the ground if you end your turn in the air and nothing else is holding you aloft. 

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Twilight Dominion

At 17th level, the aspects of twilight that you become offer greater power. When you become an aspect of twilight using your Form of Twilight you gain the following benefits.

Light. A creature with these temporary hit points is immune to being charmed or frightened. Any effect that caused it to be charmed or frightened is ended.

Darkness. Additionally, the creature is unable to see anything farther than 5 feet away until the start of its next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
2/3/2022 12:25:43 PM
42
14
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Coming Soon

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