{"name":"Twilight Domain Cleric","overview":"Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.\r\n\r\nChanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe\u2019s fall.\r\n\r\nCalling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.\r\n\r\nClerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.\r\n\r\n[h2]Healers and Warriors[\/h2]\r\nDivine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don\u2019t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.\r\n\r\nHarnessing divine magic doesn\u2019t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity\u2019s wishes.\r\n\r\nClerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.\r\n\r\n[h2]Divine Agents[\/h2]\r\nNot every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods\u2019 will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.\r\n\r\nWhen a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities\u2019 worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.\r\n\r\nMost adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric\u2019s aid, or a high priest might be in a position to demand it.\r\n\r\n[h2]Creating a Cleric[\/h2]\r\nAs you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.\r\n\r\nOnce you\u2019ve chosen a deity, consider your cleric\u2019s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?\r\n\r\n[h3]QUICK BUILD[\/h3]\r\nYou can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.\r\n\r\n[h2]The Cleric[\/h2]\r\n[right][h2][b][i]-Spell Slots per Spell Level-[\/i][\/b][\/h2]\r\n[\/right]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[th]5th[\/th]\r\n[th]6th[\/th]\r\n[th]7th[\/th]\r\n[th]8th[\/th]\r\n[th]9th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Spellcasting, Divine Domain[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Channel Divinity(1\/rest), Divine Domain Feature[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]-[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Destroy Undead (CR 1\/2)[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Channel Divinity (2\/rest), Divine Domain Feature[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]-[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]-[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Divine Intervention[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Destroy Undead (CR 2)[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]-[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Destroy Undead (CR 3)[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]-[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Destroy Undead (CR 4), Divine Domain Feature[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Channel Divinity (3\/rest)[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Divine Intervention Improvement[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per cleric level after 1st","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons","tools":"None","savingthrows":"Wisdom, Charisma","skills":"Choose two from History, Insight, Medicine, Persuasion, and Religion","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a mace or (b) a warhammer (if proficient)[\/li]\r\n[\/ul]\r\n[ul]\r\n[li](a) scale mail, (b) leather armor, or (c) chain mail (if proficient)[\/li]\r\n[\/ul]\r\n[ul]\r\n[li](a) a light crossbow and 20 bolts or (b) any simple weapon[\/li]\r\n[\/ul]\r\n[u][li](a) a priest\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[\/u]\r\n[ul]\r\n[li]A shield and a holy symbol[\/li]\r\n[\/ul]\r\n","spellcasting":"As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.\r\n\r\n[h3]Cantrips[\/h3]\r\nAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.\r\n\r\n[h3]Preparing and Casting Spells[\/h3]\r\nThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou 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.\r\n\r\nFor example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn\u2019t remove it from your list of prepared spells.\r\n\r\nYou 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 meditation: at least 1 minute per spell level for each spell on your list.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\nWisdom 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. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Wisdom modifier\r\n\r\n[h3]Ritual Casting[\/h3]\r\nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\nYou can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.","features":"[h2]Divine Domain[\/h2]\r\nChoose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player\u2019s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.\r\n\r\n[h3]Domain Spells[\/h3]\r\nEach domain has a list of spells \u2014 its domain spells \u2014 that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn\u2019t count against the number of spells you can prepare each day.\r\n\r\nIf you have a domain spell that doesn\u2019t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.\r\n\r\n[h2]Channel Divinity[\/h2]\r\nAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.\r\n\r\nWhen you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.\r\n\r\nBeginning 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. When you finish a short or long rest, you regain your expended uses.\r\n\r\n[h3]Channel Divinity: Turn Undead[\/h3]\r\nAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can\u2019t willingly move to a space within 30 feet of you. It also can\u2019t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there\u2019s nowhere to move, the creature can use the Dodge action.\r\n\r\n[h2]Harness Divine Power[\/h2]\r\nYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n\r\n[h2]Cantrip Versatility[\/h2]\r\nWhenever you reach a level in this class that grants the Ability Scroe Improcement Feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.\r\n\r\n\r\n[h2]Destroy Undead[\/h2]\r\nStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Destroys Undead of CR...[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]1\/2 or lower[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]1 or lower[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]2 or lower[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]3 or lower[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]4 or lower[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]Divine Intervention[\/h2]\r\nBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.\r\n\r\nImploring your deity\u2019s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\r\n\r\nIf your deity intervenes, you can\u2019t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\r\n\r\nAt 20th level, your call for intervention succeeds automatically, no roll required.","subclasses":"[h2]Divine Domains[\/h2]\r\n[hr]\r\nIn a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity\u2019s domain. All the domains over which a deity has influence are called the deity\u2019s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity\u2019s portfolio to emphasize, and you are granted powers related to that domain.\r\n\r\nYour choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (\u201cradiant\u201d) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (\u201chealing\u201d), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.\r\n\r\nEach domain\u2019s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.\r\n\r\n\r\n[h2]Twilight Domain[\/h2]\r\n[hr]\r\nThe Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite, bravery or protection, travel or transition, or the night and dreams might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.\r\n\r\n[b]Twilight Domain Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Cleric Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]Faerire Fire, Sleep[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Moonbeam, See Invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Aura of Vitality, Leomund's Tiny Hut[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Aura of Life, Greater Invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Circle of Power, Mislead[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Bonus Proficiencies[\/h3]\r\n[i]1st-level Twilight Domain feature[\/i]\r\n\r\nYou gain proficiency with martial weapons and heavy armor.\r\n\r\n[h3]Eyes of Night[\/h3]\r\n[i]1st-level Twilight Domain feature[\/i]\r\n\r\nYou can see through the deepest gloom. You have darkvision out to a range of 300 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. \r\n[br]\r\nAs 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.\r\n\r\n\r\n[h3]Vigilant Blessing[\/h3]\r\n[i]1st-level Twilight Domain feature[\/i]\r\n\r\nThe 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.\r\n\r\n\r\n\r\n\r\n[h3]Channel Divinity: Twilight Sanctuary[\/h3]\r\n[i]2nd-level Twilight Domain feature[\/i]\r\n\r\n\r\nYou 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:\r\n\u2022 You grant it temporary hit points equal to ld6 plus\r\nyour cleric level.\r\n\u2022 You end one effect on it causing it to be charmed\r\nor frightened.\r\n\r\n[h3]Steps of Night[\/h3]\r\n[i]6th-level Twilight Domain feature[\/i]\r\n\r\nYou 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.\r\n\r\n[h3]Divine Strike[\/h3]\r\n[i]8th-level Twilight Domain feature[\/i]\r\n\r\nYou 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 psychic radiant. When you reach 14th level, the extra damage increases to 2d8.\r\n[h3]Midnight Shroud[\/h3]\r\n[i]17th-level Twilight Domain feature[\/i]\r\n\r\nThe twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.","tabledata":"","tags":"Cleric, Cleric Domains, Twilight Domain,  PHB, TCE","isShared":"on","templateId":"25","blockId":"594251","world":""}