Night Domain (5e Subclass)
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Night Domain[edit]
Cleric Subclass
Clerics who follow the Night Domain serve deities associated with darkness, moon, secrets, and the night sky. They draw power from the mysteries of the night, using their abilities to protect, manipulate shadows, and unveil hidden truths.
Clerics of the Night Domain often have a deep understanding of the balance between light and darkness, recognizing the importance of both in the natural order of the world. They embrace the tranquility and stillness of the night, finding solace in the quiet hours when secrets are whispered and hidden knowledge reveals itself.
The deities that clerics of the Night Domain serve can vary widely. Some may revere deities associated with the moon, such as Selûne or Shar, while others may serve gods and goddesses connected to darkness, dreams, or mysteries. The domains of these deities often encompass aspects of the night, including protection, stealth, illusion, and divination.
Clerics of the Night Domain are often enigmatic and introspective individuals. They are adept at keeping secrets and excel at unveiling hidden truths. They are guardians of the night, using their powers to ensure the balance between light and dark remains intact. They are not necessarily aligned with evil, as their focus is on the natural cycle of day and night rather than moral alignments.
- Night Domain Spells
At 1st level, you gain access to domain spells associated with the Night Domain. These spells are always prepared for you and do not count against the number of spells you can prepare each day.
Cleric Level | Spells |
---|---|
1st | sleep, silent image |
3rd | darkness, invisibility |
5th | hypnotic pattern, nondetection |
7th | confusion, greater invisibility |
9th | dream, mislead |
- Night's Veil
Starting at 1st level, you can use an action to shroud yourself in a protective veil of darkness until the end of your next turn. While the veil is active, you gain the following benefits:
- You have advantage on Dexterity (Stealth) checks.
- You gain a bonus to your AC equal to your Wisdom modifier.
- You gain resistance to necrotic damage.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Eyes of the Night
Starting at 1st level, you gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
Additionally, as an action, you can channel the essence of the night and gain the ability to see through magical darkness for 1 minute. During this time, you have truesight with a range of 30 feet when looking into areas affected by magical darkness. This ability requires concentration (as a spell would).
Once you use this feature, you can't use it again until you finish a short or long rest.
Channel Divinity: Umbral Form
At 2nd level, you gain the ability to temporarily assume an ethereal form of shadows. As an action, you can spend a use of your Channel Divinity to enter Umbral Form for 1 minute. While in this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain.
Once you use this feature, you can't use it again until you finish a long rest.
- Shadow Step
At 6th level, you gain the ability to traverse through shadows with ease. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. You must have line of sight to the destination.
- Eternal Night
At 17th level, you become a conduit of the eternal night. As an action, you can summon an aura of darkness with a 30-foot radius centered on yourself. The area becomes heavily obscured, and bright light cannot illuminate it. Additionally, creatures of your choice within the aura are immune to being charmed or frightened. The aura lasts for 1 minute and extends around corners.
Once you use this feature, you can't use it again until you finish a long rest.
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