Cleric
Base Class: Cleric

The most primal fear of all mortal races is fear of the dark.  Priests of the Dark Domain revel in this fear, worship it and learn to shape and control it.  They can reach into your mind and take the face of your loved ones.  They coalesce shadows around themselves making them harder to see and hit.  Darkness can remove them from sight even in a completely lit room.  The strongest among them can control weaker minds with nightmarish powers that force their enemies greatest fears to the surface. Darkness is the edge of fear, and as such has much in common with deities that also embody death, madness, and the void.  Such deities are Lolth, Shar, Mask, Graz'zt, Sseth, Merrshaulk, Set, and Zehir. 

Dark Domain Features

CLERIC LEVEL FEATURE
1st Domain Spells, Eyes of Black, Don't Fear the Dark
2nd Channel Divinity: Coalesce Fear
6th Fear Itself
8th Prevailing Darkness
17th Kakoneirophobia

Domain Spells

You gain domain spells at the cleric levels listed in the Dark Domain Spells table. See the Divine Domain class feature for how domain spells work.

Dark Domain Spells

Eyes of Black

1st-level Dark Domain feature

Your eyes are a dark void from which no light escapes.

When you choose this domain at 1st level, you gain darkvision with a range of 120 feet. In addition, while you are in dim light or darkness, you have advantage on Wisdom (Perception) checks that rely on sight.

Don’t Fear the Dark

1st-level Dark Domain feature

You protect your allies from fear.

As an action, you give one creature you touch (including possibly yourself) advantage on Wisdom saving throws against being frightened. This blessing lasts for 1 hour.  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Coalesce Fear

2nd-level Dark Domain feature

You can use your Channel Divinity to hinder your enemies. 

As an action, you present your holy symbol and magical darkness that spreads from a point you choose within 30 feet to fill a 15-foot-radius sphere for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The darkness spreads around corners. You can see normally through this darkness, but a creature with darkvision cannot, and nonmagical light can't illuminate it.  

If any of this spell's area overlaps with an area of light created by a spell of your highest casting level or lower, the spell that created the light is dispelled or negated.

Additionally, each creature of your choice within the darkness must make a Wisdom saving throw or take 2d8 + your cleric level psychic damage and be restrained until the end of their next turn. Creatures immune to being frightened have advantage on the saving throw.

Fear Itself

6th-level Dark Domain feature

You and your allies are what bumps in the night. Creatures under the effect of your Don’t Fear the Dark feature can see normally in darkness, both magical and nonmagical, to a distance of 120 feet, and now have advantage against effects that would cause them to become blinded. These benefits now last for 24 hours or until you take a long rest.

Prevailing Darkness

8th-level Dark Domain feature

Magical light has difficulty piercing your darkness.  When an effect would dispel darkness created by your spells or Channel Divinity options make an ability check using your Wisdom modifier. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Kakoneirophobia

17th-level Dark Domain feature

You and your allies embody the manifestation of your enemies' nightmares.  As a bonus action when you are in magical darkness, you can teleport up to 300 ft to a point within 5 feet of an enemy startling it. The next time you or one of your allies hits the startled creature with an attack, the target also takes 2d8 psychic damage. You can only startle one enemy per turn. 

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