Page 10 - Eng Темная магия
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Divine Domains
In a pantheon, every deity has influence over different aspects of Lunar Radiance
mortal life and civilization, called a deity's domain. All the Also at 1st level, you can empower your attacks with moonlight.
domains over which a deity has influence are called the deity's When you hit a creature with a melee weapon attack, you can
portfolio. For example, the portfolio of the Greek god Apollo force them to become basked in moonlight. The next attack roll
includes the domains of Knowledge, Life, and Light. As a cleric, made against this target before the end of your next turn has
you choose one aspect of your deity's portfolio to emphasize, and advantage, and deals an additional 1d6 radiant damage on a hit.
you are granted powers related to that domain. You can use this feature a number of times equal to your
Each domain's description gives examples of deities who have Wisdom modifier (a minimum of once). You regain all expended
influence over that domain. Gods are included from the worlds of uses when you finish a long rest.
the Forgotten Realms, Greyhawk, Dragonlance, and Eberron Channel Divinity: Midnight Gloom
campaign settings, as well as from the Celtic, Greek, Norse, and
Egyptian pantheons of antiquity. Starting at 2nd level, you can use your Channel Divinity to
harness the black gloom of midnight, banishing light and draining
Night Domain the life of your foes.
As an action, you present your holy symbol and all lights
Gods of the night - such as Selûne, Shar, Tharizdon, Takhisis, and within 30 feet of you, magical or non-magical, are instantly put
Hecate - serve as both creators of light and harbingers of out. Additionally, each hostile creature within 30 feet of you must
darkness, with moon goods focusing on the former and darkness make a Constitution saving throw. A creature takes necrotic
gods on the latter. These gods serve as patrons of all alignments; damage equal to 2d6 + your cleric level on a failed saving throw,
their clerics serve as both righteous defenders of the weak, as well and loses any darkvision they have for 1 minute. On a successful
as deceptive thieves and assassins. Either way, these clerics excel save, they take half as much damage and suffer no other effects.
in both melee combat and spellcasting, always using the cover of A creature can repeat this saving throw at the start of each of its
darkness to their advantage in both their battles and their attempts turns, regaining their darkvision on a success.
at subterfuge.
Moonlight Strike
Night Domain Spells Starting at 6th level, when you deal radiant damage to a creature
you may choose to have it emit dim light in a 10 foot radius until
Cleric Level Spells
1st sleep, aura of shade . the end of your next turn. The affected creature can’t benefit from
being invisible, and if the creature is a shapeshifter it immediately
3rd darkness, moonbeam
5th fear, feign death . shifts to its original form and can’t assume a different form until
the light dissipates.
7th greater invisibility, rend shadows
9th dream, shadow stride . Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
Bonus Proficiencies 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
At 1st level, you gain proficiency with martial weapons and the
Stealth skill. extra 1d8 radiant damage to the target. When you reach 14th
level, the extra damage increases to 2d8.
Nightstalker
Beginning at 17th level, when you are in an area of dim light or
darkness, you can use your action to become invisible. You
remain invisible until you make an attack, cast a spell, or are in an
area of bright light.

