Okay, there are a lot of cleric domains, it is one of the two classes with the most subclasses in this edition (cleric, wizard). However, there are not a ton of subclasses that are darker or more evil in theme. There are currently only the Death, Grave, and possibly Tempest Domains, though nearly any cleric domain can be evil. This subclass is a servant of the night and dark. It is similar in theme to Twilight domain clerics, but these are even darker than them. Please give feedback if you have any on the mechanics or theme.
Deities of the dark - including Shar, Bhaal, Tharizdun, Tahkisis, the Queen of Air and Darkness, Nyx, Set, and The Shadow, - are masters of shadows, the night, and other dark places, creatures, magic, and other such things. Though not all of these deities are strictly evil, they are typically gloomier and in a dark mood. Some of these gods reign over the night, move through and create shadows, or fuel and warp magic using shadow-stuff. Clerics of a god of darkness are often nocturnal, this alone setting them apart from most societies and normally have strange mannerisms and quirky habits that are easily perceived. Whether or not they are evil, these clerics are typically outcasts, socially or otherwise.
When you choose this domain, you gain the minor illusion cantrip if you don't already know it.
Shadow Sight
Also at level 1, you gain the ability to see in darkness as well as light. You gain darkvision out to a range of 120 feet, and can see through darkness and magical darkness in this range as if it were bright light.
Channel Divinity: Dark Step
Starting at 2nd level, you can use your Channel Divinity to teleport from one shadow to another. While in dim light or darkness, as a bonus action, you may present your holy symbol and teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. After using this feature, until the start of your next turn, all attack rolls and ability checks made against you are made at disadvantage.
Shadowcasting
Beginning at level 6, you can cause enemies to have a harder time avoiding your magical effects while in shadowy areas. When you use a feature that forces a creature to make a saving throw, you can use a reaction to cause all creatures of your choice that are in dim light or darkness that are in this effect to make the saving throw at disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eclipse of Totality
At level 17, you can use an action to create an aura of pure darkness around yourself that lasts for 1 minute or until you dismiss it as an action. You scatter light with total, magical darkness in a 60-foot-radius around you, creating dim light an additional 30 feet beyond that. This darkness cannot be dispelled and magical light does not work inside this aura. Creatures with darkvision gain no benefit from it in this radius unless they can see through magical darkness.
When you activate this feature, creatures of your choice in this area must make a Wisdom saving throw against your cleric spell save DC or become frightened of you until the start of their next turn. Creatures of your choice must also make the saving throw at the end of each of their turns. Whenever a creature that is frightened fails the saving throw against this feature, they take 6d8 psychic damage. This aura moves with you.
Once you use this feature, you cannot do so again until you finish a long rest.
Heyyyyy, lets go. This is really cool, I'll get to it after I post for the Feybolg on the Tor-eal Thread.
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Thematic-ness: Amazing. I really like "Evil" Clerics, so YAY! The idea of a "nocturnal" Cleric is really funny to me.
Spells: In general, big fan. I'm not sure about Blink, but everything else is great. Especially like the Homebrew Spells, they're VERY thematically appropriate. Maybe Moonbeam?
Bonus Cantrip: Cool. No Comments here.
Shadow Sight: Darkvision 120ft. Awesome. I do feel that, compared to other 1st Level Cleric Abilities, it's a little lackluster, all told. Maybe add a minor buff when in Dim Light or Darkness?
Shadow Step: Yeah, this is great. Teleport when in Shadows, then a minor debuff to attacking enemies. No real complaints.
Shadowcasting: A very powerful effect, especially for 6th level; however, the prerequisite is enough to balance it out slightly. Maybe a bit OP, but I think it's fine.
Potent Spellcasting: Standard Potent Spellcasting. No Comment.
Eclipse of Totality: 'Cause we can't say Total Eclipse. No, in all seriousness, this ability seems VERY fun, with a larger Darkness Spell, effectively, cast around you, and a Frighten and Psychic effect on top of that. Mayyybee change the aura to 45/30, but not necessary. It is, after all, 17th Level.
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Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Thematic-ness: Amazing. I really like "Evil" Clerics, so YAY! The idea of a "nocturnal" Cleric is really funny to me.
I thought that being nocturnal would be a cool bit of flavor to them. It just makes them a bit more unique.
Spells: In general, big fan. I'm not sure about Blink, but everything else is great. Especially like the Homebrew Spells, they're VERY thematically appropriate. Maybe Moonbeam?
Moonbeam doesn't really fit the theme of this subclass, as it creates light. Also, Moonbeam is a 2nd-level spell and both of the ones that they have fit the theme better than Moonbeam. This does make me want to go make a Moon Domain for the cleric class now for Artemis, Selune, Sehanine Moonbow, and other moon-deities, though. Thanks for the suggestion!
Shadow Sight: Darkvision 120ft. Awesome. I do feel that, compared to other 1st Level Cleric Abilities, it's a little lackluster, all told. Maybe add a minor buff when in Dim Light or Darkness?
It's better than every other official type of darkvision in the game (until the twilight domain comes out). It is pure darkvision in all circumstances, granting them the ability to see completely in darkness and magical darkness, as if it were bright light. Nothing else does this. I could give them another benefit, like heavy armor proficiency, if needed, but I'll have to wait and see.
Shadowcasting: A very powerful effect, especially for 6th level; however, the prerequisite is enough to balance it out slightly. Maybe a bit OP, but I think it's fine.
It's powerful, and I do think that needing to be in darkness or dim light is probably enough to make it not too OP.
Eclipse of Totality: 'Cause we can't say Total Eclipse. No, in all seriousness, this ability seems VERY fun, with a larger Darkness Spell, effectively, cast around you, and a Frighten and Psychic effect on top of that. Mayyybee change the aura to 45/30, but not necessary. It is, after all, 17th Level.
But, IMO, Eclipse of Totality makes it seem more epic, fitting the ability. It is a majorly powerful ability, which was inspired by the Oathbreaker's capstone ability combined with a dark version of the Light cleric's capstone ability. I could reduce the range if needed, but I'll need more feedback. As you mentioned, it is their capstone ability, and is once a day, so it makes sense for it to be so powerful.
Thanks!
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Please check out my homebrew, I would appreciate feedback:
I was looking at this to use in your game because it has heavy RP potential but i dont think i will because of one major problem with the class spells. All except the level 5 domain spells are concentration. So thats a real shame because i was like 'Yes this is what i want! Oh wait.. i cant do any of that'.
Thats a nightmare (pun intended) in game for the player. Because all of the best RP potential is taken out by only using 1 thematic ability. So every time the player wants to do something cool and use their darkness spell so only they can see they can no longer do anything thematic like cast Fear or even Shadow Blade.
The only way to make this subclass be what it should be is a glyph-of-warding but that consumes a 200gp diamond every time so thats a very expensive way to really make this class work RP wise.
I feel this class has a lot of potential but for me it lets me down in RP spell options to combine (which is part of the official rules ofcourse for the spells). Perhaps that combination becomes to powerfull but if i were to take this class thats what i would want to do. Not sure what to do about that i dont have a good option. The level 17 ability does this but i dont want to wait untill level 17 for a class to only then start giving me what i want out of it. Because most campaigns will never get there and you would be 'stuck' with a character that can never reach its full potential.
I was looking at this to use in your game because it has heavy RP potential but i dont think i will because of one major problem with the class spells. All except the level 5 domain spells are concentration. So thats a real shame because i was like 'Yes this is what i want! Oh wait.. i cant do any of that'.
Thats a nightmare (pun intended) in game for the player. Because all of the best RP potential is taken out by only using 1 thematic ability. So every time the player wants to do something cool and use their darkness spell so only they can see they can no longer do anything thematic like cast Fear or even Shadow Blade.
The only way to make this subclass be what it should be is a glyph-of-warding but that consumes a 200gp diamond every time so thats a very expensive way to really make this class work RP wise.
I feel this class has a lot of potential but for me it lets me down in RP spell options to combine (which is part of the official rules ofcourse for the spells). Perhaps that combination becomes to powerfull but if i were to take this class thats what i would want to do. Not sure what to do about that i dont have a good option. The level 17 ability does this but i dont want to wait untill level 17 for a class to only then start giving me what i want out of it. Because most campaigns will never get there and you would be 'stuck' with a character that can never reach its full potential.
I mean yeah its annoying,but most of these spells don't really need to stacked,and only darkness and the highest level spell matter mechanically or thematically beyond 1st level.This subclass is incredibly hard to hit if their in darkness,which reduces the problem of losing concentration.
I don't really see the problem with most of spells being concetration,they pretty much all boil down to not being seen or doing damage over time.You got one you on,you don't need the others of that type.
I really like this, I think some of the above posts touch on all of my questions/suggestions amazingly. I think though, at 17 if you use the capstone, and then use shadow blade with a high spell slots, that could be really fun.
I do see what acoolnamehere was talking about with the excess of concentration spells. One question I have is, while using Dark Step, how long is divinity up, meaning how many times can you Dark Step?
I love this! I'm going to be using this for a villain I'm writing in one of my campaigns. My only concern is that the dusk spell may be a bit too strong. Being able to move it that much when it deals that much damage is a bit strong for a fifth level spell slot, though, if you're planning on using it for a villain anyways instead of a player character I think it works. I love this, and I can't stress that enough!
I love this! I'm going to be using this for a villain I'm writing in one of my campaigns. My only concern is that the dusk spell may be a bit too strong. Being able to move it that much when it deals that much damage is a bit strong for a fifth level spell slot, though, if you're planning on using it for a villain anyways instead of a player character I think it works. I love this, and I can't stress that enough!
I'm glad you like it! I doubt that the Dusk spell is too unbalanced, because it's just a necrotic version of the official Dawn spell.
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I hadn't thought of it that way! Its max damage is only 8 points of damage away from the maximum of Dawn, and will probably be more middling with the larger number of dice being rolled. 6d8 versus 4d10 isn't a huge difference, and it's a thematically wonderful spell! I struggle to convey my appreciation for how great this is! You did a wonderful job!
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Okay, there are a lot of cleric domains, it is one of the two classes with the most subclasses in this edition (cleric, wizard). However, there are not a ton of subclasses that are darker or more evil in theme. There are currently only the Death, Grave, and possibly Tempest Domains, though nearly any cleric domain can be evil. This subclass is a servant of the night and dark. It is similar in theme to Twilight domain clerics, but these are even darker than them. Please give feedback if you have any on the mechanics or theme.
Here's the Darkness Domain:
Deities of the dark - including Shar, Bhaal, Tharizdun, Tahkisis, the Queen of Air and Darkness, Nyx, Set, and The Shadow, - are masters of shadows, the night, and other dark places, creatures, magic, and other such things. Though not all of these deities are strictly evil, they are typically gloomier and in a dark mood. Some of these gods reign over the night, move through and create shadows, or fuel and warp magic using shadow-stuff. Clerics of a god of darkness are often nocturnal, this alone setting them apart from most societies and normally have strange mannerisms and quirky habits that are easily perceived. Whether or not they are evil, these clerics are typically outcasts, socially or otherwise.
Darkness Domain Spells
1st
cause fear, fog cloud
3rd
darkness, shadow blade
5th
blink, phantom steed
7th
phantasmal killer, shadow of moil
9th
dusk, wall of darkness
Bonus Cantrip
When you choose this domain, you gain the minor illusion cantrip if you don't already know it.
Shadow Sight
Also at level 1, you gain the ability to see in darkness as well as light. You gain darkvision out to a range of 120 feet, and can see through darkness and magical darkness in this range as if it were bright light.
Channel Divinity: Dark Step
Starting at 2nd level, you can use your Channel Divinity to teleport from one shadow to another. While in dim light or darkness, as a bonus action, you may present your holy symbol and teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. After using this feature, until the start of your next turn, all attack rolls and ability checks made against you are made at disadvantage.
Shadowcasting
Beginning at level 6, you can cause enemies to have a harder time avoiding your magical effects while in shadowy areas. When you use a feature that forces a creature to make a saving throw, you can use a reaction to cause all creatures of your choice that are in dim light or darkness that are in this effect to make the saving throw at disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eclipse of Totality
At level 17, you can use an action to create an aura of pure darkness around yourself that lasts for 1 minute or until you dismiss it as an action. You scatter light with total, magical darkness in a 60-foot-radius around you, creating dim light an additional 30 feet beyond that. This darkness cannot be dispelled and magical light does not work inside this aura. Creatures with darkvision gain no benefit from it in this radius unless they can see through magical darkness.
When you activate this feature, creatures of your choice in this area must make a Wisdom saving throw against your cleric spell save DC or become frightened of you until the start of their next turn. Creatures of your choice must also make the saving throw at the end of each of their turns. Whenever a creature that is frightened fails the saving throw against this feature, they take 6d8 psychic damage. This aura moves with you.
Once you use this feature, you cannot do so again until you finish a long rest.
Here are the spells they get:
Dusk
Wall of Darkness
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Heyyyyy, lets go. This is really cool, I'll get to it after I post for the Feybolg on the Tor-eal Thread.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Great! Thanks.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay; Darkness Cleric!
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
I thought that being nocturnal would be a cool bit of flavor to them. It just makes them a bit more unique.
Moonbeam doesn't really fit the theme of this subclass, as it creates light. Also, Moonbeam is a 2nd-level spell and both of the ones that they have fit the theme better than Moonbeam. This does make me want to go make a Moon Domain for the cleric class now for Artemis, Selune, Sehanine Moonbow, and other moon-deities, though. Thanks for the suggestion!
It's better than every other official type of darkvision in the game (until the twilight domain comes out). It is pure darkvision in all circumstances, granting them the ability to see completely in darkness and magical darkness, as if it were bright light. Nothing else does this. I could give them another benefit, like heavy armor proficiency, if needed, but I'll have to wait and see.
It's powerful, and I do think that needing to be in darkness or dim light is probably enough to make it not too OP.
But, IMO, Eclipse of Totality makes it seem more epic, fitting the ability. It is a majorly powerful ability, which was inspired by the Oathbreaker's capstone ability combined with a dark version of the Light cleric's capstone ability. I could reduce the range if needed, but I'll need more feedback. As you mentioned, it is their capstone ability, and is once a day, so it makes sense for it to be so powerful.
Thanks!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Anyone else have thoughts?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Love this
I am an average mathematics enjoyer.
>Extended Signature<
Thanks! Any specific comments?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I was looking at this to use in your game because it has heavy RP potential but i dont think i will because of one major problem with the class spells. All except the level 5 domain spells are concentration. So thats a real shame because i was like 'Yes this is what i want! Oh wait.. i cant do any of that'.
Thats a nightmare (pun intended) in game for the player. Because all of the best RP potential is taken out by only using 1 thematic ability. So every time the player wants to do something cool and use their darkness spell so only they can see they can no longer do anything thematic like cast Fear or even Shadow Blade.
The only way to make this subclass be what it should be is a glyph-of-warding but that consumes a 200gp diamond every time so thats a very expensive way to really make this class work RP wise.
I feel this class has a lot of potential but for me it lets me down in RP spell options to combine (which is part of the official rules ofcourse for the spells). Perhaps that combination becomes to powerfull but if i were to take this class thats what i would want to do. Not sure what to do about that i dont have a good option. The level 17 ability does this but i dont want to wait untill level 17 for a class to only then start giving me what i want out of it. Because most campaigns will never get there and you would be 'stuck' with a character that can never reach its full potential.
Please tell me you uploaded this to the homebrew section, Id love to play with it
I mean yeah its annoying,but most of these spells don't really need to stacked,and only darkness and the highest level spell matter mechanically or thematically beyond 1st level.This subclass is incredibly hard to hit if their in darkness,which reduces the problem of losing concentration.
I don't really see the problem with most of spells being concetration,they pretty much all boil down to not being seen or doing damage over time.You got one you on,you don't need the others of that type.
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I really like this, I think some of the above posts touch on all of my questions/suggestions amazingly. I think though, at 17 if you use the capstone, and then use shadow blade with a high spell slots, that could be really fun.
I do see what acoolnamehere was talking about with the excess of concentration spells. One question I have is, while using Dark Step, how long is divinity up, meaning how many times can you Dark Step?
I love this! I'm going to be using this for a villain I'm writing in one of my campaigns. My only concern is that the dusk spell may be a bit too strong. Being able to move it that much when it deals that much damage is a bit strong for a fifth level spell slot, though, if you're planning on using it for a villain anyways instead of a player character I think it works. I love this, and I can't stress that enough!
I'm glad you like it! I doubt that the Dusk spell is too unbalanced, because it's just a necrotic version of the official Dawn spell.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I hadn't thought of it that way! Its max damage is only 8 points of damage away from the maximum of Dawn, and will probably be more middling with the larger number of dice being rolled. 6d8 versus 4d10 isn't a huge difference, and it's a thematically wonderful spell! I struggle to convey my appreciation for how great this is! You did a wonderful job!