Cleric
Base Class: Cleric

Clerics of the Darkness Domain follow a gloomier path than others of their specialization, and revel in the stuff of nightmares. They encourage others to display acts of selfishness and sin, believing these to be the natural way of humanoids. The gods that these clerics worship include evil, dark deities including Cyric and Shar.

Domain Spells

You gain domain spells at the cleric levels listed in the Darkness Domain Spells table. See the Divine Domain class feature for how domain spells work.

Darkness Domain Spells

Living Shadow

At 1st level, your shadow becomes an extension of yourself. Your shadow is always at a single point relative (north, south, west, east) to your location at a point on the ground within 10 feet of you. You may choose to move the shadow's relative location to another position on the ground within 10 feet of you using a reaction. Whenever you move your shadow moves relative to your position unless your line of sight of it is intercepted by an object or drop, wherein it would instead move closer to or into your space.

Whenever you cast a spell that doesn't have a range of self, you may choose to treat the spell as if you had cast it from your shadow's location. If the spell's duration lasts longer than your current turn and the spell's continuing effects are controlled by the caster's location, you continue to treat the spell as if your location was the shadow's.

Eyes of the Shade

At 1st level, you gain darkvision out to 60 feet. If you already have darkvision, it's range is extended by 60 feet.

Channel Divinity: Seed of Strife

Starting at 2nd level, you can use your Channel Divinity to cause a creature to become overwhelmed with hatred.

As an action, you choose one creature you can see within 60 feet of you, forcing it to make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the target views a separate creature of your choice you can see within 60 feet of you as it's most hated enemy, and goes out of it's away to attack the target for 1 minute. The target may repeat the saving throw at the end of each it's turns, ending this effect early on a success.

Herald of Gloom

At 6th level, you gain divine prowess when traveling among the shadows. Whenever you are in a dimly lit or dark area, you gain temporary hit points equal to your Wisdom modifier (minimum of 0) at the beginning of your turn. These temporary hit points disappear if your space is ever brightly lit.

Additionally, whenever you make a Charisma (Deception) or Charisma (Persuasion) check while in a dimly lit or dark area, you gain advantage on the check.

Potent Spellcasting

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

Monstrous Shadow

Starting at 17th level, the maximum range of your Living Shadow trait is increased to any point on the ground that you can see within 120 feet of your location.

Previous Versions

Name Date Modified Views Adds Version Actions
9/14/2018 7:15:00 PM
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