Base Class: Cleric
Followers of the Darkness domain worship, among others, deities such as Ibrandul, Lolth, Mask, Merrshaulk, Set, Shar, Shargaas, Sseth, Xammux, and Zehir, entities that rule over shadows, night, darkness and The Shadowfell. Some of these gods are patrons of those who perform their activities in the dark, like thieves, assassins or wardens. Others are more elemental and nature, representing the night itself or aspects of the night, like nocturnal creatures. Clerics that devote the darkness domain can channel the power of their gods to summon the mantle of shadows as a form of protection, concealing their presence from their enemies eyes, to wander unnoticed. They also can use it to strike fear in the hearts of these foes, invoking the natural fear most creatures have from the unknown.
Domain Spells
You gain domain spells at the cleric levels listed in the Darkness Domain Spells table.
| Cleric Level | Spells |
|---|---|
| 1st | disguise self, silent image |
| 3rd | darkness, invisibility |
| 5th | major image, nondetection |
| 7th | greater invisibility, phantasmal killer |
| 9th | mislead, seeming |
Eye of Darkness
Beginning at 1st level, a divine blessing grants you the ability to see more clearly in dark and dim conditions. You can see normally in dim light within 300 feet of you as if it were bright light, and in magical or nonmagical darkness. If you already have darkvision from your race, its range increases by 150 feet.
Additionally, any creature that is invisible within your sight range is instead visible to you.
Silent Darkness
At 1st level, you gain expertise in the stealth skill, have advantage on stealth checks while in darkness, and can make stealth checks as a bonus action. While in darkness, your footsteps are silent and you are invisible to any creature that relies on darkvision to see you in that darkness.
Additionally, while you are in darkness you can cast any cleric spell while ignoring any vocal components.
Channel Divinity: Cloud of Darkness
Starting at 2nd level, as a bonus action, you can use Channel Divinity and present your holy symbol to extinguish and dispel any source of mundane or magical light within 120 feet and cover it in a 120x120 square foot wide cloud of darkness for five minutes or until you choose to dissipate the cloud of darkness (no action required), any mundane or magical light that enters or is covered by the cloud of darkness is extinguished and dispelled. As a bonus action you can move the cloud of darkness anywhere within 120 feet of you that you can see. Any creature of your choice within the cloud of darkness can see normally through it, has their footsteps silenced and has advantage on stealth skill checks while within the cloud of darkness.
Improved Cloud of Darkness
At 6th level, darkness created by your Cloud of Darkness feature is considered magical darkness and cannot be dispelled, the cloud of darkness now remains for ten minutes.
Smothering Darkness
When you reach 8th level, you can cast the darkness spell at will as a bonus action.
Additionally, any creatures of your choice that you can see that cannot see due to being in darkness have disadvantage on saving throws, skill checks, and ability checks.
Silent Void
Starting at 17th level, the range of your cloud of darkness created by your Cloud of Darkness feature is increased to 300 feet, all creatures that you can see within the cloud of darkness of your choice are blinded and deafened while they remain in the cloud of darkness. Sound cannot escape, enter, be created in, or be heard within the the cloud of darkness unless you allow it to. Creatures outside the cloud of darkness that could normally see into magical darkness cannot see into the cloud of darkness.
Once per long rest you can make a cloud of darkness created by you remain indefinitely but you cannot move it, if another cloud of darkness of yours is made to remain indefinitely, the previous one instantly dissipates.
In addition you are immune to being blinded, deafened, cannot be magically silenced, you gain truesight up to 150 feet and can see into any magical darkness, even if you normally couldn't.
Previous Versions
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