Twilight

Revised from base 5e
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.

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Deities

Ehmos, Nidus, Phosbet, Polaris  

Domain Spells

You gain domain spells at the appropriate Cleric levels listed below. See the Divine Domain class feature for how domain spells work.

1st - Faerie Fire, Sleep
3rd - Moonbeam, See Invisibility
5th - Aura of Vitality, Leomund's Tiny Hut
7th - Aura of Life, Greater Invisibility
9th - Circle of Power, Mislead  
 

Bonus Proficiencies

1st-level Twilight Domain feature   You gain Proficiency with Martial Weapons and Heavy Armor.  

Eyes of Night

1st-level Twilight Domain feature   You can see through the deepest gloom and darkest of night. You have Darkvision out to a range of 60 feet. This range increases to 120 feet at 6th level, and to 300 feet at 14th level.   As an Action, you can magically 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

1st-level Twilight Domain feature   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

2nd-level Twilight Domain feature   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. 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 + half your Cleric level.
  • You end one effect on it causing it to be Charmed or Frightened.
Once you grant a creature one of these benefits, you can’t grant another benefit with this feature until the start of your next turn.  
 

Steps of Night

6th-level Twilight Domain feature   You can draw on the mystical power of night and use shadows to raise you into the air. As a Bonus Action when you are in dim light or darkness, you can magically give yourself a Fly Speed equal to your land 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

8th-level Twilight Domain feature   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

17th-level Twilight Domain feature   The twilight that you summon offers a protective embrace: you and your allies have Half Cover while in the sphere created by your Twilight Sanctuary.