The night is mysterious and conceals many unseen dangers. However, the cover of darkness also brings protection from predators and shadows within which one can conceal themselves. The gods of night are varied, encompassing those who would use the cover of darkness to protect others from threats, to those who would use the shadows for wrongdoings. The motives of night gods are often shrouded in mystery. Many teacher their followers that it is only by peering through the darkness and looking beyond what is hidden that one can attain truth. Clerics of night do their best to keep themselves and their companions safe while journeying through the darkness.
Eye of Twilight Beginning at 1st level, a divine blessing grants you the ability to see more clearly in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were dim light. You can't discerd color in the darkness, only shades of grey. When you reach 6th level, you can see in dim light within 120 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were dim light. You can't discern color in the darkness, only shades of grey. At 8th level, you can see normally in darkness, both magical and nonmagical within 120 feet. Finally, at 17th level, your eyes are able to see the truth hiding within darkness. You gain the ability to see the truth hiding within darkness. You gain the ability to call upon the powers of your deity to grant yourself truesight within 120 feet of your for a number of minutes equal to your Wisdom modifier (minimum of 1 minute). Your truesight only functions while in conditions of magical or nonmagical darkness. Once you have used this feature, you cannot use it again until you have completed a long rest. Ward of Shadows At 1st level, you can create of ward of divine shadows to conceal yourself from an attacking enemy. When attacked by a creature you see within 30 feet of you, can use your reaction to impose disadvantage on the attack roll, as shadows envelop your form. As=n attacker that can't be blinded is immune to this feature. You can use this feature a number of time equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest. Channel Divinity: Invocation of Night At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. When you choose your Channel Divinity, you choose which effect to create. You must then finish a short or line rest to use your Channel Divinity again. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests You can use your Channel Divinity to harness the powers of night, clouding the vision of your foes in a shroud of darkness.As an action, you present your holy symbol causing any source of mundane or magical light within 30 feet of you to be extinguished. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw against your cleric spell save DC. A creature who fails the saving throw is blinded for a number of rounds equal to your cleric level. A creature blinded in this way gets a new saving throw at the end of each of its turns to remove the effect. A creature that has total cover from you is not effected. Improved Ward At 6th level, you can use your Ward of Shadows feature whenever a creature you can see within 30 feet of you attacks a creature besides yourself. Veil of Dreams When you reach 8th level, you gain mastery of magical sleep. When you cast the sleep spell, add your cleric level to the number of dice you roll to determine how many hit points of creatures the spell can effect. You may choose the order in which creatures within the spell's areas are affected. If the first target chosen has too many hit points to be affected, the spell will instead target the next creature you have chosen that the spell could affect before affecting other targets. Additional, any creatures you put to sleep cannot be woken until the start of your next turn. Otherwise, the sleep spell acts as normal. Creature of the Night Starting at 17th level, you can use your action to activate a supernatural aura of deep night. It lasts for 1 minute, or until you dismiss it using another action. You emit heavily obscuring darkness in 30-foot-radius and lightly obscuring shadows 50 feet beyond that. The darkness and shadows overlap and smother existing sources of light. Only light produced by a 9th level spell or similarly powerful effect can negate the darkness and shadows. Enemies within the shadows constantly feel the presence of hungry predators watching them, and becomes frightened as long as they remain inside the affected area. Enemies in the darkness are both blinded and frightened for as long as they remain within its area.
You start with the following equipment, in addition to the equipment granted by your background:
As a conduit for divine power, you can cast cleric spells.
Cantrips.
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn one additional cleric cantrip at 4th level and at 10th level.
Preparing and Casting Spells.
The Cleric table in the PHB shows how many spell slots you have to cast your spells of 1st level or higher. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell.) The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and mediation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability.
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. Your spell save dc is 8 + your proficiency bonus + your Wisdom modifier. Your spell attack modifier is your proficiency modifier + your Wisdom modifier.
Ritual Casting.
You can cast a cleric spell as a ritual if the spell has the ritual tag and you have the spell prepared.
Night Domain Spells
Cleric Level
Spells
1st
sleep, veil of dusk
3rd
darkness, moonbeam
5th
nondetection, globe of twilight
7th
divination, stellar bodies
9th
dream, seeming