Cleric
Base Class: Cleric

As enemies of the gods of light, most gods of the Night Domain are primarily concerned with ensuring that darkness reigns over light and that terror fills the night, leaving no havens of protective twilight or moonlight. These gods, like Shar, Set, Takhisis, and The Shadow, are avatars of the darkest midnight sky and wish more than anything to cover the world in eternal night. Other deities, including Tharizdun, Lolth, and Erebos, are just as evil and frightful, but lurk in the shadowy places that are buried deep beneath the earth. Some gods of night, like Thautam, Phenax, and Ranald, see the darkness as a cloak to be used when one needs to be hidden. A few gods of night, such as Selune, Sehanine Moonbow, and Loec, preside over night's starlight, moonlight, and dim shadows, wielding the terror of darkness only against their enemies, but those gods usually guide their clerics to other domains such as twilight instead.

Clerics that follow the Night Domain instill fear in the hearts of their enemies. They act as harbingers of night and dark disaster, lurking undetected in the shadows, manipulating their foes with gloom and fear, emerging only to banish hope in the final hour.

Domain Spells

You gain domain spells at the cleric levels listed in the Night Domain Spells table. See the Divine Domain class feature for how domain spells work.

Night Domain Spells
Cleric Level Spells

1st

cause fear,* sleep

3rd

darkness, invisibility

5th

fear, nondetection

7th

greater invisibility, shadow of Moil*

9th

chilling darkness (new), dream

D&D Beyond Note: New homebrew spells and spells marked with an asterisk must be selected manually in the character builder. Homebrew spells must first be added to your collection.

Bonus Cantrips

When you choose this domain at 1st level, you learn the new shadow lance cantrip. You also learn the minor illusion cantrip, but unless you also know it from another source, the spell immediately ends whenever the illusion is not in darkness. These cantrips are cleric cantrips for you and don't count against the number of cantrips you can know as a cleric.
D&D Beyond Note: New homebrew spells must first be added to your collection, and then must be selected manually in the character builder.

Eyes of Night

Starting at 1st level, 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.

Quash the Light

At 1st level, you are blessed with the ability to banish the heretical light that encroaches upon the night. Whenever you hit a creature with an attack, and whenever a creature fails its saving throw against one of your cleric spells or class features, if you can see the creature, you can magically extinguish one source of nonmagical light that the creature is wearing or carrying.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Night Terror

Starting at 2nd level, you can use your Channel Divinity to conjure a divine aspect of night's true terror.

You create magical darkness to fill a 10-foot radius sphere centered on a location that you can see within 60 feet. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Each creature of your choice in the area must succeed on a Wisdom saving throw or else become frightened of you until the end of its next turn. While a creature is frightened in this way, it can't move or take actions.

You and any creatures of your choice can see into the darkness as if it were an area of dim light. The darkness lasts until the end of your next turn.

Nocturnal Dread

At 6th level, you become a symbol of night's uncertainty, radiating the primal dread of what one cannot see.

At all times, an aura extends 30 feet out from you and affects creatures of your choice within it. If an affected creature that you can see is frightened or can't see you, it feels an eerie dread and the sensation that something is watching it in secret. While it feels this magical dread, it can't take reactions and has disadvantage on all ability checks except Wisdom (Perception) checks and checks made for initiative. Creatures that can't be frightened are immune to this effect.

Also, you can't be put to sleep by magic, and you are still aware of your surroundings while you are asleep.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Night Weaver

Staring at 17th level, creatures that are entirely within darkness have disadvantage on saving throws against your cleric spells and class features.

In addition, magical darkness doesn't impede your darkvision, out to a range of 120 feet from you. The shared darkvision granted to your allies by your Eyes of Night feature is still impeded by magical darkness.

Night Domain Image

Comments

Posts Quoted:
Reply
Clear All Quotes