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Cleric Domain: The Night
\pagebreak ### Night Domain Shrouded in the mysteries of the night, Clerics of the Night Domain wield the fearsome power of darkness, seamlessly blending divine magic with the ominous energy of the shadows. With every invocation, they bend the very essence of fear to their will, transforming the battlefield into a realm of dread where their enemies tremble and the night reigns supreme. ### 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 | *Dissonant whispers, Cause Fear* | | 3rd | *Darkness, Shadow Blade* | | 5th | *Fear, Summon Shadowspawn* | | 7th | *Phantasmal Killer, Shadow of Moil* | | 9th | *Enervation, Dream* | #### Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with martial weapons and the Stealth skill. ### Eyes of the Dark Your connection to the night grants you unparalleled vision in the dark. You can see through the deepest shadows and even magical darkness, making you a relentless pursuer of those who would hide from the truth. Starting at 1st level, You have darkvision out to a range of 120 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. You also gain the ability to see in magical darkness as well ### Channel Divinity: Terror of the Night The shadows bend to your will, creating an aura of darkness that saps the courage of your foes. As you call upon the power of your deity, the light around you dims, and even the bravest enemies find their resolve faltering as the night encroaches on their minds. Starting at 2nd level, you can use your Channel Divinity to create an aura of creeping darkness that instills fear in your enemies. As an action, you present your holy symbol, and a 30-foot-radius aura of shadows emanates from you for 1 minute. Bright light in the aura becomes dim light, and dim light becomes darkness. Each hostile creature within the aura must make a Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if it is still within the aura, ending the effect on itself on a success. ### Night's Grip Your mastery over fear is so complete that even those immune to terror cannot escape your influence. The very essence of night courses through your spells and abilities, allowing you to pierce the defenses of those who once thought themselves safe from fear. Starting at 6th level, our connection to the darkness allows you to bypass certain defenses. Your cleric spells and Channel Divinity that impose the Frightened condition ignore immunity to the Frightened condition. Even creatures normally immune to fear can now be affected by your abilities. ### Potent Spellcasting Starting at 8th level, you can channel the raw power of the night through your spells. You add your Wisdom modifier to the damage you deal with any cleric cantrip, allowing your magical assaults to carry the chill of the darkest night. ### Embrace of the Abyss At the height of your power, you become a living embodiment of the abyss, plunging the area around you into total darkness. In this impenetrable void, the minds of your enemies are assaulted by their deepest fears, causing them untold anguish as they struggle to escape the terror you've unleashed. Starting at 17th level, you can harness the full terror of the night. As an action, you can create an area of impenetrable darkness in a 30-foot radius centered on you that lasts for 1 minute. This darkness cannot be dispelled by any means, and creatures within it are blinded. Additionally, any creature frightened by you that starts its turn in this area takes 4d10 psychic damage. Once you use this feature, you can’t use it again until you finish a long rest.