5e:Nightstalker/Cleric

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Source: Rlyehable
Date Created: 2020-08-24
Status: 1st Draft


Nightstalker Domain is a divine domain of the Cleric class.

Nightstalker Domain

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

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 Domain 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 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: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.

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. 

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 in Intelligence 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.


Sources and Notes


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