Base Class: Cleric
The goddess of darkness governs over all forms of darkness—both physical dark and the darkness present in the souls of all mortals. The Dark Lady is also worshiped as a goddess of secrets, loss, and forgetfulness, and is thus also known to represent hidden pains and grievances. She is revered by those who work in dark places, like miners, and also those who wish to forget a tragedy or have lost a part of their lives. Priests of the goddess of darkness nurture deep wounds and dark secrets, which ultimately has caused followers of the Mistress of the Night to commit dark deeds in her name.
Domain Spells
You gain domain spells at the cleric levels listed in the Darkness Domain Spells table. See the Divine Domain class feature for how domain spells work.
Darkness Domain Spells
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Cleric Level |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Eyes of the Night
When you choose this domain at 1st level, you can see normally in all darkness, magical or nonmagical, to a range of 120 feet.
Channel Divinity: Aura of Shadow
Starting at 2nd level, you can use your Channel Divinity to create a field of warding shadows.
As an action, you can cause swirling darkness to coalesce in a 10-foot radius originating from you. The aura moves with you. When you create the aura, you can designate any number of creatures you can see that can see through the magical darkness as if it weren’t there. The chosen creatures still gain the aura’s benefits.
Creatures have an effective +2 to their AC and to Dexterity saving throws, and have resistance to radiant damage while inside the aura. The aura lasts for 1 minute.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. Once per short rest, when you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with dark 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 or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Shadow Form
At 17th level, you can transform yourself into a shadow form as a bonus action. In this form, you have immunity to poison and necrotic damage. You are vulnerable to radiant damage, and you are resistant to all other damage types except psychic and force. You are immune to being grappled, paralyzed, petrified, poisoned, prone, and restrained.
You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You gain a new melee attack option, Life Drain. Any creature you hit with a Life Drain attack takes necrotic damage equal to 4d8 + your Wisdom modifier. You can remain in this form for up to 1 minute.
You can use this feature once, and then you must complete a long rest before using it again.
Previous Versions
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