Cleric
Base Class: Cleric

Anyone who gets a close look at the Mothman seems to suffer from extreme fear and psychological distress, sometimes lasting for months or years afterwards. In particular, people say that a sense of pure evil overcomes them when they see Mothman's eyes. However, Mothman's gaze will occasionally awaken within some the desire to sow nocturnal fear within others and spread his mythos into the world. When someone chooses to join the Moth Domain, they are drawn to the darkness of night and the thin line between dreams and nightmares.

Domain Spells

1st-level Moth Domain feature

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

Moth Domain Spells
Cleric Level Spells

1st

cause fear, dissonant whispers

3rd

moonbeam, see invisibility

5th

hypnotic pattern, magic mouth

7th

contagion, greater invisibility

9th

insect plague, mislead

Bonus Proficiencies

1st-level Moth Domain feature

You gain proficiency with martial weapons and heavy armor.

Eyes of the Moth

1st-level Moth Domain feature

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.

Night Vision Blessing

1st-level Moth Domain feature

The night has taught you to be vigilant and aware of your surroundings. 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: Sanctuary of Darkness

2nd-level Moth Domain feature

You can use your Channel Divinity to refresh your allies with soothing darkness or cause fear to your enemies.

As an action, you present your holy symbol, and a sphere of darkness emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature the following benefit:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.

Whenever an unfriendly creature ends its turn in the sphere, you can grant the creature the following bane:

  • You cause the creature to become frightened while within the sphere. Upon leaving the sphere or the dissolution of the sphere, the condition ends.

Wings of Night

6th-level Moth Domain feature

You can draw on the mystical power of night to rise into the air as your patron does. As a bonus action when you are in darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. 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.

Terror Strike

8th-level Moth  Domain feature

You gain the ability to infuse your weapon strikes with terrifying 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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

Waking Nightmare

17th-level Moth Domain feature

Your sanctuary of Darkness has expanded in terror for those who refuse your patron. Each unfriendly creature that that enters your sphere watches the terrain under them fall away into a perilous drop and experiences the sensation of falling 60 feet to the ground. The creature is knocked prone for one round and takes 6d6 psychic damage on a failed saving throw, and half as much damage on a successful one.

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