Cleric
Base Class: Cleric

This domain is concerned with darkness, the concealment it brings, and its inevitability. Deities such as Lolth, Mask, Shar and Zehir hold power over this domain. Although not explicitly evil in nature, the dark's power of concealment makes its connection to thieves and other untoward individuals undeniable.

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

Cleric Level Spells

1st

arms of hadar, fog cloud

3rd

 blindness/deafness, darkness

5th

hunger of hadar, summon shadowspawn

7th

 arcane eye, private sanctum

9th

enervation, wall of force*

*the wall of force you create is completely opaque and blocks line of sight.

Umbral Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Channel Divinity: True Darkness

Starting at 2nd level, you can use your Channel Divinity to improve the darkness created by abilities and spells.

When you use an ability or cast a spell that creates an area of darkness, you can use your Channel Divinity to grant one of the following effects to the area of darkness created by the ability or spell:

  • When a creature starts their turn in the area, their speed is reduced by 10ft. This reduction lasts until the start of their next turn.
  • Any creature that enters the spell’s area for the first time on a turn or starts its turn there takes force damage equal to your wisdom modifier (minimum 1).
  • The size of the area of darkness doubles. Only the area of darkness is extended, not any other effects of the ability or spell. For example: if hunger of hadar was cast and this channel divinity used to double its area of darkness, then the area of darkness becomes a 40ft-radius sphere, but the damaging area remains a 20ft-radius sphere centred at the same point.

In addition to the effect granted above, the area of darkness cannot be dispelled.

Shadow Walk

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can magically teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Furthermore, unseen creatures do not gain advantage on attack rolls against you, and you do not gain disadvantage on attack rolls against unseen creatures. This includes the advantage/disadvantage from the blinded condition.

Potent Spellcasting

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

Utter darkness

Starting at 17th level, you can use your action to activate an aura of magical darkness that lasts for 1 minute or until you dismiss it using another action. All light, magical or otherwise, within a 60ft radius is extinguished and the same area fills with magical darkness. No light, magical or otherwise, can illuminate this darkness. This area of darkness is emitted from you and moves with you. Choose a number of creatures up to your wisdom modifier, those creatures gain the ability to see normally in this instance of magical darkness.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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