1: Domain Spells, Eyes of Night, Vigilant Blessing
2: Channel Divinity: Twilight Sanctuary
6: Steps of Night
8: Blessed Strikes
17: Twilight Shroud
Starting at 1st level, 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.
At 1st level, 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.
At 2nd level, 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. Once per round, 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. These temporary hit points end when your Twilight Sanctuary ends.
You can make the creature re-roll a saving throw with advantage against an effect on it causing it to be charmed or frightened.
Starting at 6th level, 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 ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You are blessed with divine might in battle. Starting at 8th level, once per round, when you would deal damage to a creature with a weapon attack or a cleric cantrip, you may deal an additional 1d8 points of damage of a type appropriate for you domain (see Narrator). At 14th level, the additional damage with weapon attacks increases to 2d8 (cantrips still only deal an additional 1d8).
At 17th level, 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 and you can use the ability an unlimited number of times per turn.