Night Domain

The night is a time of secrets and unavoidable truths – darkness, fear, and subterfuge that unmask the true natures of men and beasts. While the night covers the terrestial world in darkness, it opens up the celestial world, letting us see the moon, stars, and other heavenly bodies. It is the obsidian mirror of the cosmos, reflecting the sincerity of man and the gods. Haliya is best known for her connection to the night, as the avenger and nocturnal hunter of that which would cause the end of the world. Another is the Night Maiden, using the night as the stage to perform clandestine acts of mercy and murder, all for a more noble world.

Night Domain Spells

You gain domain spells at the cleric levels listed in the Night Domain Spells tables. See Divine Domain class feature for how Domian Spells work.

Cleric Level Spells
1st dissonant whispers, sleep
3rd darkness, misty Step
5th bestow curse, fear
7th confusion, dimension door
9th dream, enervation

Night Stalker

At 1st level you gain proficiency with martial weapons, and the Stealth skill. You stalk and patiently wait for your targets in the darkness and strike with darkened steel.

Smiling Night

At 1st level, you become a full denizen of the night. You gain the ability to see in non-magical darkness up to 60 feet. If you already have Darkvision, extend that range by another 60 feet.

While in dim light or darkness, you can cast a spell without any verbal or somatic components. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.

Channel Divinity: Night Terror

At 2nd level, you can use your Channel Divinity instill a deep unease that blossoms into a paralytic terror in your foes.

As an action, you brandish your holy symbol and create a sphere of darkness that lasts for an instant and incites the deepest of fears. Each hostile creature within 30 feet of you must make a Wisom saving throw, on a failed save the creature is frightened of you for 1 minute. The frightened creature must repeat the saving throw at the end of its turn, reducing its speed to 0 feet on a failure or ending the effect on a success.

Grasp of Darkness

At 6th level, you have advantage on attack rolls on frightened creatures, and anytime you hit a frightened creature with an attack, you reduce their speed to 0 feet for one round. You also gain the ability to see in magical darkness up to 60 feet.

Shadow of Night

At 8th level, the shadows and darkness are also your weapons. Once on each of your turns, when you miss a weapon attack, you can can make another weapon attack as part of the same action.

At 14th level, the looming fear and cold of the night are infused into your weapons. 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 necrotic or psychic damage to the target.

Dark Horror

At 17th level, you are immune to the Frightened and Paralyzed conditions. Whenever you drop a hostile creature to 0 hit points, any hostile creatures within 30 feet that can see you must make a Wisdom saving throw, on a failed save the creature is restrained until the end of its next turn. On a successful saving throw the creature is immune to this effect for the next 24 hours. If a creature is immune to the Frightened Condition, it is also immune to this effect.

Idea taken from:
and artwork by