Base Class: Cleric
A cleric of the Night Domain knows that many fear the night. Most have good reason to: in its darkness, all manner of dangers lurk, waiting to prey on the unwary or the unwise. But Night Clerics seek to reclaim the darkness from those that would abuse it. The night is also a time of rest, of peace and serenity; a time of dreams and wishes, when even the most downtrodden beggar can be a king in his own right. The darkness can be a danger, but by the grace of the gods, it can be a shield and a comfort to the faithful, and a blinding veil to the unworthy. Night clerics venerate gods of the moon and stars, such as Selûne, Sehanine Moonbow, Celestian and Artemis; gods of good fortune and protection, such as Yollanda, Tymora and Tyche or gods of peace and sleep such as Rao, Eldath and Morpheus. Some Night Clerics follow gods of mystery and intrigue such as The Traveller, Leira, and Mask, seeing the night as a place of chaos and opportunity for mischief, while evil Night Clerics, who wish to cover the world with darkness, might worship evil gods like Shar, Tharizdun or Set.
Domain Spells
Night Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Bonus Proficiencies
At 1st level, you are a watchful eye and a peerless sentry. You gain a bonus to your Initiative score equal to your Wisdom modifier. Additionally, you gain proficiency in Investigation and Perception, if you were not already proficient in these skills.
Cover of Darkness
At 1st level you can cover your allies in a protective mantle of darkness. When an ally within 30 feet of you is attacked or makes a saving throw, you can use your reaction to add your proficiency bonus to their saving throw or AC for the duration of the attack. This bonus is doubled in dim light or darkness. You must use this ability after the roll is made, but before you know whether the attack or saving throw succeeds.
You can use this ability a number of times equal to your Wisdom modifier (minimum of one). You regain all uses of this feature when you complete a long rest.
Channel Divinity: Guiding Star
Starting at 2nd level, you can use your Channel Divinity to illuminate dangers that would harm those in your care. As an action, you can present your holy symbol and choose a number of enemies you can see within 60 feet equal to your Cleric level. Targeted creatures are wreathed with numinous light for one minute. Affected creatures give off bright light for 30 feet and dim light for another 30 feet, gain no benefits from invisibility, automatically fail Stealth checks and cannot surprise another creature, and they have disadvantage on attack rolls. At the end of each of their turns, affected creatures can make a Wisdom saving throw against your spell save DC. On a success, the effect on them ends.
Channel Divinity: Fear of the Dark
At 6th level, you can evoke the ancient fear of darkness that resides in all mortals. As an action, you can use your Channel Divinity to create a field of magical darkness that extends out from you for 30 ft until the end of your next turn. This darkness extinguishes all light, including magical light, unless it was created by a spell of a higher level than your maximum spell level. Any humanoid that starts its turn inside the darkness or enters it for the first time on a turn must make a Wisdom saving throw against your spell save DC or become frightened until the end of their next turn. Creatures frightened in this way are stunned.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Dusk Walker
At 17th level, the night holds no fears for you. You can see in both magical and nonmagical darkness out to 120 feet as if you were in bright light. You also no longer need to sleep, and cannot be forced to sleep by any means. The 8 hours required to take a long rest can be spent performing light activities such as praying, reading or keeping watch. Also, in dim light or darkness, you can teleport up to 60 ft as a bonus action to any unoccupied space you can see that is also in dim light or darkness.
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Posted Mar 16, 2019Thanks for the feedback! The user can see through the darkness produced by Fear of the Dark. The lack of clarity on that point comes from an earlier version of the class where it gave darkvision at level 1.
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Posted Mar 15, 2019I love this subclass, i'm gonna be using it with a tiny owlfolk cleric, one question through. With the Fear of the Dark skill would i still be able to see in it or is it just pitch black that i'd have to stumble out of?
- James.