Base Class: Cleric
Domain of Darkness Clerics delve into the deepest, most primal terror instilled in all sentient beings - the fear of the unknown, of the void, of the dark. These clerics revere this fear, studying and shaping it to their will, becoming masters of manipulation and control.
Their connection to the shadows allows them to penetrate the psyche of their foes, adopting the visages of their enemies' dearest ones to sow confusion and dread. With the power to command darkness, they can envelop themselves in shadowy shrouds, making them elusive targets even in the heat of battle. A peculiar yet potent connection to the celestial bodies, specifically the moons, enhances their control over light and shadow.
Their divine gifts extend to bestowing both fortune and misfortune, shining the light of revelation or casting veils of deception, all subject to their discretion. The Domain of Darkness Cleric, with the power to manipulate both fear and shadow, is a formidable ally and a terrifying foe.
Domain Spells
1st-level Dark Domain feature
You gain domain spells at the cleric levels listed in the Dark Domain Spells table. See the Divine Domain class feature for how domain spells work.
Dark Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Shadow Siphon
You can use your reaction to heal an ally with the power of your critical strikes. When you score a critical hit with a weapon attack, you can use your reaction to cause a web of blackness to form along the target's flesh. You can then reach into the web and heal an ally you can see within 30 feet of the target for 1d8 + your cleric level.
This feature has no effect on undead or constructs.
Eyes of Black
1st-level Dark Domain feature
You can see through the deepest gloom. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Inescapable Hunter
1st-level Dark Domain feature
You can stop your quarry in its tracks. When you hit a creature with a weapon attack on your turn, you can use a bonus action to wrap the target in shadow. The target must make a Strength saving throw against your spell save DC. On a failed save, the target is grappled by you until the start of your next turn. On a successful save, the target's speed is reduced by half until the start of your next turn.
You can use this feature once per long rest. You can also use this feature by expending a spell slot of 1st level or higher.
At higher levels: When you reach 10th level in this class, you can use this feature twice per long rest. When you reach 18th level, you can use it three times per long rest.
Channel Divinity: Coalesce Fear
2nd-level Dark Domain feature
This aura dispels any magical light within its area of effect created by a spell of your highest casting level or lower. Additionally, any hostile creatures within the area of effect must succeed at a Wisdom saving throw or be stunned until the end of their next turn. Creatures immune to being frightened have advantage on the saving throw.
Fear Itself
6th-level Dark Domain feature
As an action, you can touch a creature you can see to make it immune to being frightened and can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. These benefits last for 8 hours. You have half proficiency bonus rounded up uses per day of this feature.
Twilight Conduit
8th-level Dark Domain feature
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 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Kakoneirophobia
17th-level Dark Domain feature
Your mastery of the dark is perfected. Your footsteps no longer make sound when you walk. When in dim light or darkness, you can use an action to become magically invisible. You become visible again if exposed to bright light or you choose to drop the effect.
Additionally, you can reach into the minds of your enemies and give form to the most base mortal fear. As an action, you can choose one creature of your choice that is in a sphere of darkness you have created. The creature must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. Creatures immune to being frightened have advantage on the saving throw.
Previous Versions
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6/28/2023 5:29:33 AM
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Coming Soon
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