Night Domain (5e Subclass)
From D&D Wiki
Gods of Night and Darkness promote the ideals of darkness, sleep, concealing, secrets, protection, horror, and hidden beauty, often using the symbol of the eclipse or a dark cloak. Some of these gods are portrayed as night itself. Others are the pervasiveness of darkness, waiting for the candle to go out. Some as the keeper of secrets that knows all that is hidden. Some are deities of inner beauty and cryptic and abstract artistry, who teach that art is a means of expressing oneself without giving away one's soul. Clerics of a god of darkness are secretive souls guiding society from the shadows.
|1st||arms of hadar, fog cloud|
|5th||hunger of hadar, nondetection|
|7th||black tentacles, shadow of moil|
|9th||dream, modify memory|
When you choose this domain at 1st level, you gain the shadow cantrip if you don't already know it. If you have this cantrip, you may choose another cleric cantrip instead.
At 1st level, you gain proficiency in the Deception skill, and expertise with the Stealth skill.
You have a Darkvision of 60 feet. If you already have darkvision, increase its range by 60 feet. You can also see through magical darkness.
Also at 1st level, you can interpose divine darkness between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing deep shadows to cross before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Cloak of Night
Starting with 2nd level, you can use your Channel Divinity to harness darkness, banishing light and dealing cold or necrotic damage to your foes.
As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes cold or necrotic damage (your choice) equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that generates its own light is not affected.
Shield of Shadows
Starting at 6th level, you can also use your Shadow Ward feature to protect allies within 10 feet of you. You regain all expended uses of your Shadow Ward after a short rest.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can use your action to activate an aura of darkness that lasts for 1 minute or until you dismiss it using another action. You emit darkness in a 60-foot radius and reduces bright light to dim light 30 feet beyond that. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Your enemies in the darkness have disadvantage on saving throws against any spell that deals cold or necrotic damage.
If any of this spell’s area overlaps with an area of light created by a spell of 6th level or lower, the spell that created the light is dispelled.