Cleric
Base Class: Cleric

Most gods of darkness, such as, Shar, Tharizdun, Takhisis, Zehir, Torog, The Shadow, and Set are malevolent beings who seek to envelope the world in a suffocating darkness. Followers of these deities tend to lurk in the shadows, attacking under the cover of darkness,wielding dark and terrible powers. Other deities, such as Selûne, Mask, Sehanine, Celestian, and Nyx wield darkness as a comforting and protective force. A sanctuary for those who were cast out or hunted. Followers of these deities embrace the darkness and in return are granted its destructive and mysterious power. Clerics of this domain’s holy purpose could be to shroud the world in eternal darkness or to shield those who need sanctuary from prying eyes. Their magic allows them to consume the light of the world, hide in plain sight, and drain the vitality of their enemies to bolster themselves and those they see fit.

Darkness Domain Spells

Cleric Level

Spells

1st

bane, hex

3rd

darkness, pass without trace

5th

bestow curse, vampiric touch

7th

death ward, greater invisibility

9th

contagion, mislead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons and the stealth skill.

Darkened Soul

Also at 1st level, anytime you cast a spell that deals damage of any type, you can choose to have it deal necrotic damage instead.

In addition, the first time you deal necrotic damage with a spell, using a spell slot, you regain a number of hit points equal to twice the spells level.

Channel Divinity: Consume Light

Starting at 2nd level, you can use your Channel Divinity to create an absence of light around you.

As an action, you present your holy symbol, and all light within 120 feet of you is snuffed out, dispelled and consumed. For the next minute or until you loose concentration, as if concentrating on a spell, no light can exist in this area, it is considered non-magical darkness and follows you.

Radiant damage is halved in this area for the duration. Any flames in the area still gives off heat but do not give off any light. Any necrotic damage dealt within the area gains a damage bonus equal to your Wisdom modifier (minimum of 1).

You also gain darkvision with a range of 120 feet for the duration.

In addition, once on each of your turns when you roll for damage or healing you can add a bonus equal to your cleric level to the roll, as long as the targeted creature is within the effected area.

 

One with the Darkness

Starting at 6th level, when you are hit with an attack or spell or you take necrotic damage, you can use your reaction to wreath yourself in darkness. Until the end of your next turn, you gain a +5 to your AC and are immune to necrotic damage.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a long rest.

Divine Strike

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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Disseminate Life

Starting at 17th level, as an action you touch a creature and attempt to drain its life force and use its vitality to bolster you and your allies. The creature must make a Constitution saving throw or take 10d10 necrotic damage, or half as much on a success. You can then restore a number of hit points equal to twice the necrotic damage it takes, divided as you choose among any number of creatures that you can see within 60 feet of you. Creatures healed by this feature are also cured of any effect making them blinded.

Once you use this feature, you must finish a long rest before you can use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes