Cleric
Base Class: Cleric

The moon, stars, and darkness always have a strange draw to them. Those who wander in darkness need a guide, a protector, or a scourge for those who would cross or defile the beauty of the night. Clerics of night deities devote themselves to a moon cloaked life of wandering and exploration in darkness. A Night Cleric (sometimes called Dusk-walkers) devote themselves to the will of a being that leads them to the unpredictable darkness of what waits. Night clerics often follow good deities like Ivandra or Sehanine as they are frequently tasked to defend those who rest in dark places, but others do the opposite following the will of dark forces to hunt those unfortunate enough to meet them. Followers of Torog or Zehir will often wield the powers of the Dusk-Walker slaying those who they find in the darkness at whim of the dark being they serve.

Eyes of the moon

At 1st level, when you choose this domain, you gain darkvision up to 60 ft. If you have darkvision already, the distance is extended. Once per long rest you may give any ally within 30 ft dark vision up to 60 ft. This effect lasts for a number of hours equal to your WIS modifier.

Bonus Proficiency

Also at 1st level, you gain proficiency in the stealth skill as well as martial weapons

Channel Divinity: Caustic Night

Starting at 2nd level, you can use your Channel Divinity to invoke deadly night.

As an action, you cause rending light to burst forward from your hands in a necrotic beam. As a ranged spell attack you may cause any foe struck by the beam to take 2d10, + your cleric level, necrotic damage.

Night terror

Starting at 6th level, when you or an ally within 30 feet of you is attacked. You may use your reaction to envelope yourself if haunting shadows and cause the target creature to make a wisdom save or they must flee from you for one round. You may use this ability a number of times equal to your WIS modifier. 

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 necrotic to the target. When you reach 14th level, the extra damage increases to 2d8.

Vicious Shadows

At 17th level, you gain the ability to command the darkness around you. As an action, you may cause all hostile creatures within 30 ft of you to make a Constitution saving throw. On a failed save. Those affected have a movement speed of 0 and any damage takes is increased by 2d10 necrotic damage as the shadows claw their target. This ability is concentration. Those affected may make a saving throw at the end of their turn to negate the effect.

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