5e:Nightstalker/Cleric
Nightstalker is a divine domain of the Cleric class.
Nightstalker
Nightstalker clerics are called to protect people from and/or exterminate these creatures of enmity. Deities that these clerics follow are usually those of Nature or Order, but may be any deity that is offended by the existence of or wish to extract revenge upon these creatures.
Nightstalker Features
Cleric Level | Features |
---|---|
1st | Enmity, Esoteric Knowledge |
2nd | Channel Divinity: Alleviate Harm |
6th | Iron Resolve, Turn Creatures of Enmity |
8th | Divine Strike |
17th | Protection |
Domain Spells
When you choose this subclass at 1st level, you gain the following Domain Spells. Nightstalker Spells
Cleric Level | Spells |
---|---|
1st | detect evil and good, shield |
3rd | gentle repose, lesser restoration |
5th | blinding smite, counterspell |
7th | locate creature, staggering smite |
9th | dispel evil and good, greater restoration |
Enmity
When you choose this subclass at 1st level, you have enmity with a certain [[SRD5:Monster Type|type]] of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 10th, 13th, 16th, and 19th). You do not gain additional languages at these levels.
Esoteric Knowledge
Beginning at 1st level, your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Channel Divinity: Alleviate Harm
Starting at 2nd level, you can use your Channel Divinity to heal damage or cure disease.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to twice your proficiency bonus to willing creatures within 30 feet of you.
Once you reach 10th level, each creature may choose to have a disease cured or curse removed instead of being healed of hit points.
You can't use this feature on a creature of enmity to heal hit points, but may be used to cure disease or remove a curse on such creatures.
Iron Resolve
Beginning at 6th level, you gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in your choice of either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
Starting at 6th your Turn Undead feature now includes the ability to turn your creatures of enmity.
Divine Strike
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.
Protection
Beginning at 17th level, you may cast any of the following spells without spending a spell slot: protection from evil and good, protection from poison, or protection from energy. Once you use this feature, you cannot use it again until you have completed a short or long rest.