Darkness Domain | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Darkness Domain

Darkness enshrouds our private affairs and shelters our secrets. The shadows might protect the hunted from the hunter or conceal danger. Emissaries of the gods who claim dominion over the darkness protect those in need or aid those who hunt in the night—assuming they are not themselves the hunters.

Cleric Level Spells
1 Shadow Armor, Sleep
3 Dark Path, Darkness
5 Legion, Nondetection
7 Phantasmal Killer, Shadow Monsters
9 Dark Dementing, Mislead
 

Creature of Darkness

When you choose this domain at 1st level, you gain proficiency in the Deception or Stealth skill (your choice). In addition, while in dim light or darkness, you can take the Hide action as a bonus action.
 

Channel Divinity: Shadowsight

Starting at 2nd level, you can use your Channel Divinity to see in the dark. As an action, you present your holy symbol and call on shadow energy. Choose any number of friendly creatures within 30 feet of you, which can include yourself. Each target gains darkvision out to a range of 60 feet for 1 hour. If a creature already has darkvision, it can see in magical darkness out to a range of 30 feet as if the magical darkness were dim light instead.
 

Shadow Meld

Starting at 6th level, you can use an action to merge your current location with the version of it that exists in the Plane of Shadow. For 1 minute, or until you dismiss it as a bonus action, the area within 60 feet of you becomes connected to shadow. Bright light becomes dim light, dim light becomes darkness, and darkness becomes magical darkness. In addition, the temperature plummets in the area, and when a creature other than you ends its turn in the area, it must succeed on a Constitution saving throw or take 1d8 cold damage. If this effect lasts the full duration, there is a 5 percent chance 2d4 shadows appear in unoccupied spaces in the area. At the GM’s discretion, the shadows might be indifferent or hostile toward you and your companions. Once you use this feature, you can’t use it again until you finish a long rest.
 

Divine Strike

At 8th level, you can infuse your weapon strikes with divine 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
 

Shadow Shield

At 17th level, your shadow can defend you. Each time you take nonmagical damage, your shadow prevents half of it. When your shadow has prevented damage equal to a quarter of your hit point maximum, it can’t prevent damage again until you finish a long rest.


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