Cleric
Base Class: Cleric

You are a cleric of a God whose portfolio touches upon the elemental forces of the Dark and the Night. Although the Dark is often favored by evil gods and gods associated with deceit, many gods—of the moon, the forest, or sleep, for example—might offer their worshipers the obscuring and protective power of the Night Domain.

Pupil of the Dusk

1st-level Dark Domain feature

You have become a pupil of the Dusk, granting you an affinity for darkness and stealth. 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.

Additionally, you gain proficiency in Stealth, and you gain darkvision to a range of 120 feet. Within this range, you can see in both normal and magical darkness.

Dark Domain Spells
Cleric Level Spells

1st

bane, sleep

3rd

darkness, invisibility

5th

fear, dispel magic

7th

death ward, greater invisibility

9th

passwall, dream

Channel Divinity: Uncover the Dark

2nd-level Dark Domain feature

Starting at 2nd level, you can use your Channel Divinity to harness the Dark, banishing light and concealing your allies

As an action, you present your holy symbol, and any magical illumination of your choice within 30 feet of you is dispelled. Following this, a number of creatures of your choice up to your Wisdom modifier (minimum of 1) within 30 feet of you becomes invisible until the start of your next turn. This effect ends early for any creature that makes an attack or casts a spell or if you lose concentration (as if concentrating on a spell).

Veil of Midnight

6th-level Dark Domain feature

You have learned how to craft the Night into a veil of shifting darkness that can protect your allies. As a reaction whenever a creature within 30 feet of you ends its turn, you may grant them a number of temporary hit points equal to your Wisdom modifier (minimum of 1) and the effects of the sanctuary spell. You may do this a number of times equal to your Wisdom modifier (minimum of 1) and you regain all expended uses when you finish a long rest.

Potent Spellcasting

8th-level Dark Domain feature

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Crafts of the Witching Hour

17th-level Dark Domain feature

When you cast the Darkness spell, you may form the darkness into the shape of any cube, sphere, cylinder, object or creature with which you are familiar and that fits within the spell's typical area of effect. Additionally, while you are concentrating on the Darkness spell, you may use a bonus action to move the spell to a new location within 60 feet of you and reshape it (as if you had cast the spell anew). This does not affect the duration of the spell.

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2024 5:12:16 AM
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