You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead (which later becomes Destroy Undead) and Twilight Sanctuary (which later becomes Twilight Shroud). Some domains grant you additional effects as you advance in levels, as noted in the domain description. Harness Divine Power is an optional Channel Divinity effect.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead 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 turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Starting at 5th level, this becomes Destroy Undead: When an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Starting at 8th level, the CR increases to 1, at 11th level to 2, at 14th level to 3, and at 17th level to 4.
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your cleric level.
- You end one effect on it causing it to be charmed or frightened.
At 17th-level, this becomes a Twilight Shroud: The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
You can expend a use of your Channel Divinity to fuel your spells.
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
The number of times you can use this feature is based on the level you've reached in this class: at 4th level once, at 6th level twice, and at 18th level thrice.
You regain all expended uses when you finish a long rest.
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
The night has taught you to be vigilant.
As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
You can draw on the mystical power of night to rise into the air.
As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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. When you reach 14th level, the extra damage increases to 2d8.
8th-level cleric optional feature, which replaces the Divine Strike feature.
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature.
Once you deal this damage, you can't use this feature again until the start of your next turn.
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention: the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.