Cleric
Base Class: Cleric

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Crown of the Oathbreaker © 2022, Elderbrain, Inc.; Authors: Gabor Dan, David Feher, and Tamas Marton; edited by Wrexxal.
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The clerics of the Darkness Within are secretive individuals who detach themselves from society and keep to the shadows. They accommodate themselves to darkness and operate unseen, focusing on hiding what they deem significant from the eyes of those who seek them. The imprint of the Dark Star’s reign still resonates with the populace of Aglarion, manifesting in the subconscious memory of the society as a whole. Those who follow the Darkness Within keep their faith to themselves even if they are not devoted to the ideology of the dark solar avatar of their dualistic god. They pray at midnight and venerate the new moon as the absolute peak of their god’s power.

Domain Spells

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

Darkness Domain Spells

CLERIC LEVEL SPELLS
1st fog cloud, sleep
3rd darkness, darkvision
5th fear, nondetection
7th greater invisibility, phantasmal killer
9th dream, mislead

Dark Sight

 Starting at 1st level, you gain darkvision 60 ft. and magical darkness doesn’t impede your sight. If you already have darkvision, its range increases by 60 ft.

Cloak of Darkness

Starting at 1st level, as a bonus action, you can weave shadows around you into a magical cloak that hides your form and protects you from attacks. For 1 minute, creatures have disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight or tremorsense, or can see through illusions, as with truesight. Once you use this feature, you can’t use it again until you finish a short or long rest. 

Channel Divinity: Darkness Descends

Starting at 2nd level, as an action, you can use your Channel Divinity to harness darkness, summoning darkness and banishing light. As an action, you present your holy symbol and summon a 30 foot radius globe of darkness that functions as the darkness spell that lasts for 1 minute. The globe appears in a space that you can see within 30 feet of you. Any magical light effect within the globe is dispelled. Additionally, each hostile creature within the globe must make a Constitution saving throw against your spell save DC when the globe of darkness appears. A creature takes necrotic damage equal to 2d6 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is unaffected.

Channel Divinity: Conjure Shadows

Starting at 6th level, you can spend two uses of your Channel Divinity as an action to summon living shadows from darkness. This ability functions as a conjure animals spell, however it summons a single shadow, which speaks Common and does your bidding for one hour. 

Void Eye

Starting at 8th level, you gain blindsight 30 ft. and become immune to the blinded condition.

Shadowform

Starting at 17th level, as an action you can transform yourself into the form of a shadow. You and your possessions become incorporeal for one hour. You gain the following benefits:

• You gain a fly speed equal to your walking speed.
• You can move through a space as narrow as 1 inch wide without squeezing.
• You can take the Hide action as a bonus action while in dim light or darkness.
• You have advantage on Dexterity (Stealth) skill checks.
• You gain damage resistance to acid, cold, fire, lightning, thunder and bludgeoning, piercing, and slashing from nonmagical attacks.
• You gain damage immunity to poison.
• You are immune to the exhaustion, grappled, paralyzed, petrified, poisoned, prone, and restrained condition.

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

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