Twilight
Protect the Night
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Deities
Ehmos, Nidus, Phosbet, PolarisTwilight Domain Spells
Level 3 feature Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the table below, you thereafter always have the listed spells prepared.| Cleric Level | Prepared Spells |
|---|---|
| 3 | Faerie Fire, Moonbeam, See Invisibility, Sleep |
| 5 | Aura of Vitality, Leomund’s Tiny Hut |
| 7 | Aura of Life, Greater Invisibility |
| 9 | Circle of Power, Mislead |
Eyes of Night
Level 3 feature You can see through the deepest gloom and darkest of night. You have Darkvision with a range of 120 feet. This range increases to 300 feet at Cleric level 6. As a Magic action, you can share the Darkvision of this feature with a willing creature you can see within 10 feet of you. The shared Darkvision lasts for a number of hours equal to your Wisdom modifier (minimum of 1 hour). Once you share it, you can’t do so again until you finish a Long Rest, unless you expend a spell slot of any level to share it again.Vigilant Blessing
Level 3 feature As an Action, you give one creature you touch Advantage on the next Initiative roll it makes. This benefit ends immediately after the roll or if you use this feature again.Twilight Sanctuary
Level 3 feature As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to refresh your allies with soothing twilight. A sphere of twilight aura radiates from you in a 30-foot Emanation, which is filled with Dim Light, and lasts for 1 minute or until you are Incapacitated. Whenever you or an ally ends its turn while in the aura, you can grant that creature one of these benefits:- It gains Temporary Hit Points equal to 1d6 + half your Cleric level.
- Remove the Charmed or Frightened condition on it.