Twilight
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. Twilight Clerics stand against the horrors of the night. They protect the quiet hours so one may rest with their loved ones or enjoy time alone after a long day. When something goes bump in the night a Twilight Cleric will bump back.
Deities:
| Deity | Alignment | Symbol |
|---|---|---|
| Boldrei, goddess of community and home | LG | Fire in a stone hearth |
| Celestian, god of stars and wanderers | N | Arc of seven starts in a circle |
| Dol Arrah, goddess of sunlight and honor | LG | Rising sun |
| Helm, god of protection | LN | Staring eye on upright left gauntlet |
| Mishakal, goddess of healing | LG | Blue infinity sign |
| Selune, goddess of the moon | CG | Pair of eyes surrounded by seven stars |
| Level | Prepared Spells |
|---|---|
| 3 | Faerie Fire, Moonbeam, See Invisibility, Sleep |
| 5 | Aura of Vitality, Leomund’s Tiny Hut |
| 7 | Aura of Life, Greater Invisibility |
| 9 | Circle of Power, Mislead |
Subclass Features
Channel Divinity: Twilight Sanctuary
You can create a safe space to enable you and your allies to stand against evil. You 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
You grant them temporary hit points equal to 1D6 plus your Cleric level.
You end one effect on it causing it to be Charmed or Frightened.
Eyes of Night
You can see through the deepest gloom. You have Darkvision out to a range of 300 ft in that range, you can see in Dim Light as if it were Bright Light and in Darkness as if it were Dim Light.
As an action, you can magically share the Darkvision of this feature with willing creatures you can see within 10 ft of you, up to a number of creatures equal to your WIS modifier (Minimum 1). 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.
Domain Spells
Your connection with the divine ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Steps of the Night
You can slip in and out between the space betwixt night and day. While in Dim Light or Darkness you can either teleport to another point that is in Dim Light or darker within 60 ft as a bonus action.
Twilight Shroud
Your Twilight Sanctuary is infused with your faith and devotion. Those you designate within your Twilight Sanctuary gain the following benefits.
The first attack has disadvantage on them each turn.
They have advantage on saving throws against being Charmed.