Base Class: Cleric
It is curious how often the laws of the physical world parallel those of the magical. Just as every action has its equal and opposite force, so too does every faith, every god, every instance of magic. Clerics who serve deities of darkness represent the balance to those who worship the gods of light. While others see darkness as terrifying - a blinding shadow of death and nothingness, clerics of this domain see darkness as the truest form of the universe. Once, all things were darkness. One day, they will be again.
Such clerics have a saying: “even followers of the brightest light cast shadows”. They often reject the rigid dogma of traditional religious orders, seeing them as inflexible and open to corruption. Typically, clerics of this domain are neutral and chaotic-good in alignment, and almost never lawful. They are at home in the darkness and do not fear it, though they respect its power. They seek to protect allies from the great terrors that dwell in the shadows, and wield its horror as a weapon against foes.
Level 3: Darkness Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Darkness Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Disguise Self, Sleep, Darkness, Moonbeam |
| 5 | Fear, Nondetection |
| 7 | Confusion, Phantasmal Killer |
| 9 | Antilife Shell, Modify Memory |
Level 3: Priest of Darkness
You gain proficiency with martial weapons and heavy armour. Additionally, you gain darkvision out to a range of 30 feet. If you already have darkvision, its range increases by 30 feet.
Level 3: Ally of Shadow
You have resistance to bludgeoning, slashing, and piercing damage from nonmagical, nonsilvered weapons while in darkness. When you start your turn in darkness, your movement speed increases by 10 feet until the end of that turn.
Level 3: Aura of Darkness
As a Magic action you can use your Channel Divinity to cast the spell darkness without expending a spell slot and without material components. When you cast it in this way, it does not require concentration and lasts for the full duration or until you choose to end it as a [Tooltip Not Found] action. Additionally, the point you choose for the darkness to emanate from must be an object you are wearing or carrying, and you can see through the magical darkness created by this effect.
On the turn you use this Channel Divinity, you can cast one Cleric cantrip or make a single weapon attack as a [Tooltip Not Found] action.
Level 6: Blessing of the Shadows
If you cast a spell with a spell slot of 1st level or higher that targets a creature, you can infuse an additional fragment of divine power into that spell. Choose one bonus effect from the following list to add to that spell’s effect as you cast it:
- The target can see normally in darkness, both magical and nonmagical, to a range of 30 feet for the next minute.
- The target gains a resistance to [Tooltip Not Found] and [Tooltip Not Found] damage for the next minute.
- The target takes 1d8 [Tooltip Not Found] damage. This damage increases to 2d8 when you reach 10th level.
You can use this feature a number of times equal to your [Tooltip Not Found] modifier (minimum of 1). You regain one expended use when you finish a Short Rest, and regain all expended uses when you finish a Long Rest. If the spell targets multiple creatures, you can choose any number of them to affect, expending a use of this ability for each one.
Level 17: Endless Darkness
When you cast the spell darkness it doesn’t require concentration and its radius increases to 30 feet. Additionally, [Tooltip Not Found] creatures within magical darkness that you create share your damage [Tooltip Not Found].
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