Cleric: Domain of Night and Day
Hit Points
Hit Dice: d8 per Cleric: Domain of Night and Day level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Taking into account duality worship, this cleric devotes themselves to two deities at once to form a duality of harmony.
In this case, the dualities are the patrons of Sun, Day and Light and the Patrons of the Moon, Shadows, and Night.
Subclass Options
Visionary
When you choose this domain at 1st level, you no longer have disadvantage on saving throws where non-magical darkness or light would play a part.
Sweet Dreams
At 1st level, you can lull attackers to sleep. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to make them fall unconscious. This sleep lasts up to 1 minute, the creature takes damage, or someone uses an action to shake or slap the sleeper awake. If the creature’s hit points are greater than twice your own, the creature may make a Constitution check contested against your spell save DC. If they succeed, they are not slept and you expend a use. Undead and creatures immune to being charmed aren’t affected by this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Sun Sickness
Starting at 2ndlevel, you can present your holy symbol and speak a prayer. All hostile creatures that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is affected by Sunlight Sensitivity for 1 minute. While in sunlight, the creature has disadvantage on attack rolls, as well as on ability checks.
Channel Divinity: Blindsight
Starting at 6th level, you can use your Channel Divinity to imbue up to 4 allies including yourself with blindsight up to 60 feet for 1 minute or only yourself with the same blindsight for 1 hour.
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 1d6 psychic damage to the target. If the target is sleeping, it deals 1d12. When you reach 14th level the extra damage increases to 2d6; 2d12 if the target is sleeping.
Thrive
Starting at 17th level, all of your proficiencies gain expertise in sunlight, and all of your ability scores gain +1 in darkness.