Difference between revisions of "Darkness Domain (5A)"

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=== Night Sight===
 
=== Night Sight===
 
Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 60 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can see in magical darkness.
 
Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 60 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can see in magical darkness.
If you already have darkvision, Eyes of Night adds 30 ft. to the existing darkvision.
+
If you already have darkvision, Night Sight adds 30 ft. to the existing darkvision.
  
 
=== Vigilant Blessing ===
 
=== Vigilant Blessing ===

Revision as of 14:12, 1 December 2021

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This is a Cleric domain for 5A.

Darkness and night provide both rest and terror.

Subclass features

Twilight Domain Spells

Twilight Domain Spells
Cleric Level Spells
1 Cause Fear, Fog Cloud
3 Darkness, Darkvision
5 Catnap, Enemies Abound
7 Evard's Black Tentacles, Shadow of Moil
9 Dream, Enervation

Bonus Proficiencies

At 1st level, you gain proficiency with one of these skills: Intimidation, Perception, or Stealth.

Night Sight

Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 60 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can see in magical darkness. If you already have darkvision, Night Sight adds 30 ft. to the existing darkvision.

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Cloud of Night

At 2nd level, you can use your Channel Divinity to cloak an area in darkness.

As an action, you present your holy symbol, and a cloud of night forms around you up to a radius of 200 feet. The area of darkness does not move as you move. It does spread around corners. It can be blocked by barriers, such as a wall or door. If a barrier is removed, the darkness with spread. Depending on the distance from the point of origin, this darkness can overcome different degrees of light. Within 200 ft. it can overcome dim light. Within 100 ft., it can overcome bright light. Within 30 ft. it can overcome sunlight. If your darkness cannot overcome a source of light, that light prevails in the area.

Steps of Night

Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Twilight Shroud

At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover (+2 bonus to AC and Dexterity saving throws) while in the sphere created by your Twilight Sanctuary.

Editor's 's Notes

The twilight domain needed to be cut back, but also to be made less complicated by removing non-essential choices and random rolls. I am talking about you, Twilight Sanctuary.