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Night Domain (5e Divine Domain)

334 bytes removed, 11:19, 14 February 2020
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Reverted edits by 172.69.33.74 (talk) to last revision by Rlyehable
|trait2desc=When you choose this domain at 1st level, you gain the {{5espell|Shadow}} {{srd5lc|Cantrip}} if you don't already know it. If you have this cantrip, you may choose another {{srd5lc|Cleric}} {{srd5lc|Cantrip}} instead.
|trait3name=Bonus Proficiency|trait3desc=At 1st level, you gain proficiency in the Deception skill, and expertise with the Stealth skill. |trait4name=Darkvision|trait4desc=You have a {{SRD5|Darkvision}} of 60 feet. If you already have {{SRD5|darkvision}}, increase its range by 60 feet. You can also see through magical darkness. |trait5name=Shadow Ward|trait5desctrait3desc=Also at 1st level, you can interpose divine darkness between yourself and an attacking enemy. When you are {{srd5lc|Attack}}ed by a creature within 30 feet of you that you can see, you can use your {{srd5lc|Reaction}} to impose {{srd5lc|Disadvantage}} on the {{srd5lc|Attack Roll}}, causing deep shadows to cross before the attacker before it hits or misses. An attacker that can't be blinded is {{srd5lc|Immune}} to this feature.
You can use this feature a number of times equal to your {{SRD5|Wisdom}} modifier (a minimum of once). You regain all expended uses when you finish a {{srd5lc|Long Rest}}.
|trait6nametrait4name=Channel Divinity: Cloak of Night|trait6desctrait4desc=Starting with 2nd level, you can use your {{SRD5|Channel Divinity}} to harness darkness, banishing light and dealing cold or necrotic damage to your foes.
As an {{srd5lc|Action}}, you present your {{srd5lc|Holy Symbol}}, and any magical {{srd5lc|Light}} within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a {{SRD5|Constitution}} {{srd5lc|Saving Throw}}. A creature takes {{srd5lc|Cold}} or {{srd5lc|Necrotic}} damage (your choice) equal to 2d10 + your cleric {{srd5lc|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.
|trait7nametrait5name=Shield of Shadows|trait7desctrait5desc=Starting at 6th level, you can also use your {{iplink|Shadow Ward}} feature to protect allies within 10 feet of you. You regain all expended uses of your Shadow Ward after a {{srd5lc|Short Rest}}.
|trait8nametrait6name=Potent Spellcasting|trait8desctrait6desc=Starting at 8th level, you add your {{SRD5|Wisdom}} modifier to the damage you deal with any cleric {{srd5lc|Cantrip}}.
|trait9nametrait7name=Cloying Darkness|trait9desctrait7desc=Starting at 17th level, you can use your {{srd5lc|Action}} to activate an aura of darkness that lasts for 1 {{srd5lc|Minute}} or until you dismiss it using another action. You emit {{srd5lc|Darkness}} in a 60-­foot radius and reduces {{srd5lc|Bright Light}} to {{srd5lc|Dim Light}} 30 feet beyond that. The darkness spreads around corners. A creature with {{srd5lc|Darkvision}} can’t see through this darkness, and nonmagical light can’t illuminate it. Your enemies in the darkness have {{srd5lc|Disadvantage}} on {{srd5lc|Saving Throw}}s against any {{srd5lc|Spell}} that deals {{srd5lc|Cold}} or {{srd5lc|Necrotic}} damage.
If any of this spell’s area overlaps with an area of {{srd5lc|Light}} created by a spell of 6th level or lower, the spell that created the light is dispelled.

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