Twilight Domain (5A)
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This is a Cleric domain for 5A.
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.
Source: Tasha's Cauldron of Everything
Subclass features
Twilight Domain Spells
Cleric Level | Spells |
1 | Faerie Fire, Sleep |
3 | Moonbeam, See Invisibility |
5 | Aura of Vitality, Leomund's Tiny Hut |
7 | Aura of Life, Greater Invisibility |
9 | Circle of Power, Mislead |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and one of the following skills: Insight, Perception, or Stealth. If you are already proficient in all three skills, you can select any other skill to gain proficiency with. heavy armor.
Eyes of Night
Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 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.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 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.
If you or any target already has darkvision, Eyes of Night 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: Twilight Sanctuary
At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
- As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. This dim light supresses any magical light or darkness, but does not dispel them—when you move away the previous light level returns. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus half your cleric level.
- You end one effect on it causing it to be charmed or frightened.
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.
Blessed Strikes
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
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.