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 Domain Features
|1st||Enmity, Esoteric Knowledge|
|2nd||Channel Divinity: Alleviate Harm|
|6th||Iron Resolve, Turn Creatures of Enmity|
|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|
When you choose this subclass at 1st level, you have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You may gain enmity with an additional type every 5th level hereafter (6th, 11th, and 16th). You do not gain additional languages at these levels.
Channel Divinity: Alleviate Harm
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.
Turn Creatures of Enmity
Starting at 6th your Turn Undead feature now includes the ability to turn your creatures of enmity.
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, 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.