Base Class: Cleric
Salves to darkness some call cleric who follow gods that grant this domain, but this is not always the case. True, they revel in the dark of night and the deeper darkness found only far beneath the earth, but remember that darkness is a natural state. The night is dark, the spaces between the stars are dark, and caverns carved by the slow melt of water through stone are dark. Yet, what lies in that darkness? What secrets are hidden by the night?
Bonus Proficiencies
At 1st level, you gain proficiency in the Deception skill, and expertise with the Stealth skill.
Darkvision
You have a Darkvision of 60 feet. Additionally you can see through magical darkness.
Aura of Darkness
Starting at 2nd level, you can use your Channel Divinity to summon a cloud of darkness.
As an action, you present your holy symbol and evoke your deity’s name. Magical darkness descends upon you in a 30-foot sphere. You can see in this, but others means of sight such as darkvision do not penetrate it. The aura lasts until the end of your next turn. This aura dispels any magical light within its area of effect. Additionally, any hostile creatures within the area of effect must succeed at a Constitution save or suffer cold damage equal to 2d6, half damage on a successful save. A creature that has total cover form you is not affected.
Sneak Attack
Beginning at 6th Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d8 cold damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
Strike of Darkness
At 8th level, you gain the ability to infuse your weapon’s strikes with dark 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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Soul of Darkness
At 17th level, your body has become one with the dark. When you start your turn in dim light or darkness or enter it for the first time on a turn, your speed increases by 15 feet until the end of the turn. Additionally, while you are within dim light or darkness, you can spend your movement to teleport a distance equal to double the movement you spend. The location you teleport to must also be within dim light or darkness.
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