Night Domain

The Night domain is concerned with darkness, cold, fear, and secrecy.

Domain Spells

1st-level Night Domain feature

You gain domain spells at the cleric levels listed below.

1st Level dissonant whispers, sleep

3rd Level darkness, darkvision

5th Level fear, nondetection

7th Level greater invisibility, phantasmal killer

9th Level cone of cold, dream

Fear of the Dark

1st-level Night Domain feature

In combat, you embody all the terrors of the night. When you hit a creature with a weapon attack, you can force that creature to make a Wisdom saving throw against your cleric spell save DC. On a failed save, the target is frightened of you until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Night Sight

1st-level Night Domain feature

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Channel Divinity: Devouring Dark

2nd-level Night Domain feature

As an action, you present your holy symbol, and a clot of pure darkness wraps itself around a creature you can see within 60 feet. The target must make a Constitution saving throw. On a failed save, it takes cold damage equal to 2d10 + your cleric level and is incapacitated until the start of your next turn. On a successful save, it takes half as much damage and is not incapacitated.

Shadow Servant

6th-level Night Domain feature

You use an action to summon a shadow from the realms of night, which manifests in an unoccupied space that you can see within 30 feet. You can communicate with the shadow telepathically up to a range of 300 feet, and it obeys any command that you issue to it (no action required by you). As an action, you can see through the shadow's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

In combat, the shadow shares your initiative count and takes its turn immediately after yours. If it kills a humanoid using its Strength Drain, it does not create a new shadow.

When the shadow is within 5 feet of you, you can use an action to attach it to yourself and it becomes indistinguishable from your real shadow. When the shadow is in this form, it cannot move or perform any actions, but it grants you resistance to necrotic damage. You can use another action to detach the shadow.

The shadow disappears after 6 hours or when it is destroyed. Once you use this feature, you can’t summon another shadow again until you complete a long rest.

Umbral Strikes

8th-level Night Domain feature

You are blessed with the power of the cold night in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 cold damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

Fall of Night

17th-level Night Domain feature

When you cast the darkness spell, the radius increases to 30 feet. When a creature enters the affected area for the first time on a turn or starts its turn there, it takes 2d8 cold damage. The creature must also succeed on a Wisdom saving throw or be restrained until the start of its next turn, frozen in place by terror. A creature automatically succeeds on this saving throw if it is immune to being frightened.

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