Night Domain Spell in D&D world | World Anvil
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Night Domain

https://www.reddit.com/r/UnearthedArcana/comments/4zh6gp/cleric_domain_night_domain/
The Night domain belongs to gods whose power grows between dusk and dawn. The Gods and goddesses of the Night domain represent the night, the moon, the stars, dreams and nightmares -- God Scainnios, God Ilead, Goddess Elae and God Isad. Mortals have long feared the night for it's cold darkness obscures and conceals beasts, nightmares, and other secrets. It was believed the moon would cause lunacy and madness and transform men into beasts. Yet, there is good -- The stars guide our path and the moon lights the way. Clerics can have contrary goals -- some gods may seek to keep mortals afraid of the dark, while others may seek to protect the faithful within their domain.   Night Domain Spells   Cleric Level Spells   1st Armor of Agathys, Sleep   3rd Darkness, Moon Beam   5th Fear, Nondetection   7th Confusion, Phantasmal Killer   9th Dream, Hallow   Bonus Proficiencies   At 1st level, you gain proficiency with martial weapons.   Nocturnal Senses   At 1st level, you gain a supernatural darkvision. You can see in dim light and darkness within 60 feet of you as if it were bright light.   You can also see through any magical darkness created by your domain spells that you cast as if it were mundane darkness.   As well, you may bless a number of creatures within 30ft of you, granting them this benefit for 1 minute. You can not use this blessing again until you finish a long rest.   Channel Divinity: Shadow Dance   Starting at 2nd level, you can use your channel divinty to cloak your allies in shadow, making them harder to hit. When you or an allied creature is attacked by an enemy target, you may use your reaction present your holy symbol and invoke the name of your diety. Yourself and up to a number of creatures equal to your wisdom modifier. Light and shadow dance around them, obscuring them and causing any attacks against them to be made with disadvantage. This effect lasts until the end of your next turn. You may use this reaction after the attack is made, but before the effects of the roll are announced.   Channel Divinity: Lunar Blessing   At 6th level, you may use your channel divinity to empower an ally's weapon. As an action, you may select any weapon to give a blessing to. The weapon shimmers in a pale hue and for the duration of the blessing is considered silvered, and any attacks made with this weapon do bonus radiant damage equal to the cleric's wisdom modifier. This blessing lasts for 10 minutes. The weapon must be unattended, or held by a willing creature.   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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Night Terrors   At 17th level, you turn the enemy's darkest fears against them. As an action you may choose a creature within 30ft that you can see. Any creatures you choose within 30ft of the target must make a wisdom save vs your spell save DC, or take 8d4 psychic damage, and become frightened of the target. If the selected creature is targeted by this feature, they must save as well, but are frightened by you instead. Any creatures that succeed the save only take half as much damage and are not frightened. This effect lasts for 1 minute, and creatures effected may make a wisdom save at the end of their turn to end this effect.   You can not use this feature again until you finish a long rest.

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