Cleric
Base Class: Cleric

There cannot be light in the world without darkness. The powerful entities that call the darkness home run the gamut from evil maleficence to surviving by not being seen, and the clerics granted power by these entities run the same gamut. Some choose to spread darkness in vile opposition to light and goodness while others use the darkness as a tool to fight such evils, embracing the notion that in order to combat evil you must understand where it comes from. Such clerics are often misunderstood until their intentions become clear and those around them come to understand that they control the darkness, it does not control them.

Darkness Domain Features

Cleric Level Feature
1st Domain Spells, Bonus Proficiencies, Eyes of Darkness
2nd Channel Divinity: Dark Fear
6th Shadow Walk
8th Divine Strike
17th Exude Darkness

 

Darkness Domain Spells

Bonus Proficiencies

At 1st level, you gain proficiency in the Stealth skill and Martial Weapons.

Eyes of Darkness

Starting when you choose this domain at 1st level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Channel Divinity: Dark Fear

Starting at 2nd level, you can use your Channel Divinity to cause fear in those around you.

As an action, you present your holy symbol, and a number of creatures of your choice equal to your Wisdom modifier that can see or hear you within 30 feet of you must succeed on a Intelligence saving throw against your spell save DC or be frightened of you until the end of your next turn. You can also choose to force any of the frightened creatures to immediately use their reaction to move up to their speed away from you if possible. This movement can provoke attacks of opportunity.

Shadow Walk

Starting at 6th level, you can teleport from one shadow to another.

As a bonus action, when you are in dim light or darkness, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You can also bring another creature you touch with you in this teleportation that is your size or smaller. If the creature is unwilling they can make a Wisdom saving throw against your spell save DC to prevent it.

You can use this ability a number of times per day equal to your Wisdom modifier +1.

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

Exude Darkness

You can choose to manifest darkness all around you. This causes any bright light within 15 feet of you to be considered dim light and dim light within 15 feet of you to be considered darkness. Creatures with darkvision cannot see normally through this darkness.

This darkness does not cost an action to manifest or dismiss but can only be done on your turn, while not incapacitated. Magical light created by a 9th level spell can still illuminate the area normally.

While Exude Darkness is active you also are immune to psychic damage as well as being frightened.

Previous Versions

Name Date Modified Views Adds Version Actions
3/11/2019 12:13:57 AM
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