Domain of Night (5e Subclass)

Domain of Night

Cleric Subclass

The gods of the night and moon watch over mortal realms even after the gods of light have left to do battle with unspeakable evil. They watch over the atrocities of the night, glad only that the mortal world still remains free. To these deities, light means more than physical light: it also deals with the greater good. To take freedom from a being must be a last resort. Followers of these deities often have come from dire situations, only glad to be alive, fighting for the good of mortal men. Their magic combines darkness with light and freedom with compulsion.

Domain Spells

As a Cleric of the Night, you gain the following Domain spells at the appropriate levels. Domain spells are always considered prepared.

Night Domain Spells
Cleric LevelSpells
1stCommand, Guiding Bolt
3rdDarkness, Moonbeam
5thBlink, Fear
7thConfusion, Sickening Radiance
9thCone of Cold, Wall of Light
Bonus Cantrip

At 1st level, you gain the Ray of Frost cantrip, if you didn't already know it. The cantrip doesn't count against your number of cantrips known.

Moonlit Spells

At 1st level, you gain the ability to align your spells with the moon and tides. Whenever you deal radiant damage, you can choose to change it to cold damage, and vice versa. Additionally, any light your Cleric spells and abilities create is silvery. Color is faint in this light but can still be discerned.

Channel Divinity
Midnight's Radiance

At 2nd level, you can use your Channel Divinity to summon a portion of moonlight, lighting the area and damaging your enemies.

As an action, you present your holy symbol and choose a point you can see within 60 feet. A tear of moonlight falls upon that point, radiating 20 feet of bright light and an additional 20 feet of dim light for the next minute. Both magical and nonmagical darkness in the area is nullified while in the area but not dispelled. Additionally, whenever a creature hostile to you first enters the area, it must make a Constitution saving throw or else take 2d8 cold, 2d8 radiant, or 1d8 of each damage (your choice).

Channel Divinity
Lunacy

At 6th level, you can use your Channel Divinity to inspire a craze in those around you. As an action, you present your holy symbol. Your body flashes with a burst of silvery light. Each creature of your choice within 30 feet must make separate Strength, Constitution, and Wisdom saving throws. On a failed Strength saving throw, a creature is overcome by seizures and becomes spasmic (see the condition). On a failed Constitution save, a creature is blinded (see the condition). On a failed Wisdom save, a creature is confused (see the condition). The creature can repeat one of the saving throws (its choice) at the beginning of its turn, ending the related effect on a success.

Once a creature takes a short or long rest, the conditions are nullified.

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 cold or radiant damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Silver Flames

At 17th level, you can summon the grace of a full moon. As an action, you begin to emanate bright light in a 30-foot radius and an additional 30 feet of dim light for 1 minute. If you move, the light moves with you. Any darkness in the area is dispelled. While in this light, any number of creatures of your choice have their heads covered with silver tongues of flame. These creatures gain a number of temporary hit points equal to your Cleric level at the start of each of your turns. While within the bright light, any creature you target with a spell has disadvantage on the related saving throws. Additionally, you can choose for any effect that deals cold or radiant damage to deal one extra die of damage against creatures in the light.

Once you have used this ability, you must complete a short or long rest before you can use it again.


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