The stars of Pash-Mara
Gods of the night – such as Selûne, Shar, Tharizdon, Takhisis, and
Hecate – serve as both creators of light and harbingers of
darkness, with moon goods focusing on the former and darkness
gods on the latter. These gods serve as patrons of all alignments;
their clerics serve as both righteous defenders of the weak, as well
as deceptive thieves and assassins. Either way, these clerics excel
in both melee combat and spellcasting, always using the cover of
darkness to their advantage in both their battles and their attempts
Night Domain Spells
Cleric Level Spells
1st sleep, aura of shade .
3rd darkness, moonbeam
5th fear, feign death .
7th greater invisibility, rend shadows
9th dream, shadow stride .
At 1st level, you gain proficiency with martial weapons and the
Also at 1st level, you can empower your attacks with moonlight.
When you hit a creature with a melee weapon attack, you can
force them to become basked in moonlight. The next attack roll
made against this target before the end of your next turn has
advantage, and deals an additional 1d8 radiant damage on a hit.
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: Midnight Gloom
Starting at 2nd level, you can use your Channel Divinity to
harness the black gloom of midnight, banishing light and draining the life of your foes.
As an action, you present your holy symbol and all lights
within 30 feet of you, magical or non-magical, are instantly put
out. Additionally, each hostile creature within 30 feet of you must
make a Constitution saving throw. A creature takes necrotic
damage equal to 2d6 + your cleric level on a failed saving throw,
and loses any darkvision they have for 1 minute. On a successful
save, they take half as much damage and suffer no other effects.
A creature can repeat this saving throw at the start of each of its
turns, regaining their darkvision on a success.
Starting at 6th level, when you deal radiant damage to a creature
you may choose to have it emit dim light in a 10 foot radius until
the end of your next turn. The affected creature can’t benefit from
being invisible, and if the creature is a shapeshifter it immediately
shifts to its original form and can’t assume a different form until
the light dissipates.
At 8th level, 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 to the target. When you reach 14th
level, the extra damage increases to 2d8.
Beginning at 17th level, when you are in an area of dim light or
darkness, you can use your action to become invisible. You
remain invisible until you make an attack, cast a spell, or are in an
area of bright light.