Darkness Domain

The deities of the Darkness Domain stand as guardians of the tranquility that thrives within the shadows, fostering a reverence for the quiet, the peaceful, and the absence of intrusive light. In the sanctuary of the night sky and the gentle glow of the moon, these deities find symbols of serenity and spiritual connection. Some of them are embodiments of darkness itself, while others manifest their power by extinguishing the blinding radiance of light, as if blotting out the very sun.   For these deities, the encroaching light is viewed as a disruptive and painful force. It is the antithesis of their serene dominion, a relentless intrusion that threatens the peace and quiet they hold dear. In their pursuit of darkness, they draw followers who share their aversion to blinding illumination. Intelligent undead, creatures of the shadowy Underdark, and those who find solace in the tranquility of night are often devoted adherents of these gods.   Clerics who dedicate themselves to a deity of darkness are not mere warriors; they are protectors of the untouched sanctuaries that thrive in the absence of intrusive light. Their mission is to safeguard these sacred places, preserving them from the relentless encroachment of illumination. These clerics are imbued with a serene darkness that serves as an anchor, grounding them amidst the trials and tribulations of life. It is this calm darkness that allows them to find solace and balance, even in the face of adversity.

Domain Spells

1st-Level Cleric (Darkness Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelSpells
1stbane, frost fingers
3rddarkness, darkvision
5thsleet storm, vampiric touch
7thice storm, shadow of moil
9thcone of cold, enervation
 

Bonus Cantrip

1st-Level Cleric (Darkness Domain) Feature   You learn the light cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it creates nonmagical darkness to a range of 40 feet. The spell loses the light tag for you and gains the darkness tag.  

Darksight

1st-Level Cleric (Darkness Domain) Feature   You gain Darkvision to a range of 100 feet and blindsight to a range of 10 feet.  

Sightless Cowl

1st-Level Cleric (Darkness Domain) Feature   When you attack a creature you can see within 30 feet of you, you can use your reaction to grant advantage on the attack, causing darkness to envelop the target’s head before the attack hits or misses. A target that can’t be blinded is immune to this feature.   You can use this feature a number of times equal to your Cleric Power Reservoir. You regain all expended uses when you finish a long rest.  

Channel Divinity: Shadows of Dusk

2nd-Level Cleric (Darkness Domain) Feature   As an action, you present your holy symbol, and any spell with the light tag and any source of magical light within 30 feet of you is dispelled, and any nonmagical light sources within 30 feet of you are snuffed out. Additionally, each creature of your choice within 30 feet of you must make a Constitution savjng throw. A creature takes necrotic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a success. A creature that has total cover from you is not affected.  

Improved Cowl

6th-Level Cleric (Darkness Domain) Feature   You can also use your Sightless Cowl when a creature you can see attacks another creature you can see within 30 feet of you.  

Potent Spellcasting

8th-Level Cleric (Darkness Domain) Feature   You add your Wisdom modifier to the damage you deal with any cleric cantrip. Additionally, casting a cleric cantrip that deals damage no longer requires you to use a 0-level spell slot.  

Mantle of Darkness

17th-Level Cleric (Darkness Domain) Feature   You can use your action to activate an aura of magical darkness that lasts for 1 minute or until you dismiss it using another action. This darkness has a range of 60 feet. You can designate a number of creatures you can see equal to your Wisdom modifier or less. You and those creatures can see through this darkness as though it were bright light. Creatures other than you and the designated creatures have disadvantage on saving throws against any spell that deals cold or necrotic damage.

Deities of the Darkness Domain


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