Base Class: Cleric
“Thank you, Mistress! May I have another?”
- A cleric of Lolth
The gods of darkness may be unreliable at best, and maliciously cruel at worst, but nevertheless they demand worship. Each is as diverse as their own followers. Ibrandul, a broody and morose lizard deity, guides those who walk in shadow. Lolth, the giant spider known as the Dark Mother, requires absolute obedience and doles out agonizing punishments for those who defy her. Shar, known as the Mistress of the Night, or the Raven Queen, holds destruction in her twisted hands. The god Mask, the Lord of Shadows, presides over thieves and spies, and sees everything in the pitch black. Zehir, the Cloaked Serpent, compels the yuan-ti to spread despair wherever they may go. However you may worship the night, you are devoted to fear, destruction, and extinguishing the light.
You're not afraid of the dark. But maybe the dark should be afraid of you.
Domain Spells
1st-level Darkness Domain feature
You gain domain spells at the cleric levels listed in the Darkness Domain Spells table below.
Darkness Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
Arms of Hadar, Cause Fear |
|
3rd |
Darkness, Shadowblade |
|
5th |
Dispel Magic, Fear |
|
7th |
Death Ward, Evard's Black Tentacles |
|
9th |
Dream, Wall of Force* |
* Your Wall of Force appears opaque.
Seer of Darkness
Starting at 1st level, you can see through the darkest night. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Also, as a bonus action, you can magically share the darkvision of this feature with willing creatures you can see within 15 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.
Channel Divinity: Midnight Shroud
At 2nd level, you can use your Channel Divinity to shroud yourself in midnight.
As an action, you present your holy symbol, and a sphere of midnight emanates from you. The sphere is centered on you, has a 15-foot radius, and is filled with darkness. The sphere moves with you, lasting for 1 minute or until you are incapacitated or die. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this shroud overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Also, creatures no longer need to see you to become frightened of you.
Mistress May I Have Another?
Years of chronic pain causes you to laugh off the acute. Starting at 6th level, when you take damage, you can use your reaction to roll a d6. Add your Wisdom modifier to the number rolled, and reduce the damage by that total.
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.
Shadow Strike
At 8th level, you can infuse your weapon 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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.
Midnight Dreary
Starting at 17th level, you summon the bleakest nightfall yet. The sphere created by your Midnight Shroud now emits darkness in a 30-foot radius and dim light 15 feet beyond that. Your enemies in the darkness have disadvantage on saving throws against any spell that deals necrotic or psychic damage.
Previous Versions
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9/4/2023 12:33:36 AM
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9/4/2023 10:38:19 PM
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Coming Soon
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