Dark Domain
Just as there are deities dedicated to the radiance of the sun and the gentle glow of the moon, so too are there deities that thrive in the all-encompassing dark. Many of these deities govern shadows, the night, and in some instances death. As such, deities of this domain tend towards evil alignments, and are cast in evil roles in their pantheons--though a dedicated handful govern the gentle darkness that soothes and carries living things to healing sleep. Examples of Dark Domain deities include Mask, Celestian, Tharizdun, Takhisis, The Shadow, and Set. More rarely, a cleric of a moon god or goddess might fall into this domain. Additionally, some clerics of light, the sun, or the moon may take on these features when they break from their faith, akin to the way Oathbreaker paladins gain unholy powers.
DARK DOMAIN FEATURES
| Cleric Level | Feature |
|---|---|
| 1st | Bonus Cantrip, Eyes of the Night |
| 2nd | Channel Divinity: Animate Shadow |
| 6th | Strangle the Light |
| 8th | Divine Strike |
| 17th | Improved Shadow |
DOMAIN SPELLS
You gain domain spells at the cleric levels listed in the Dark Domain Spells table. See the Divine Domain class feature for how domain spells work.
DARK DOMAIN SPELLS
| Cleric Level | Feature |
|---|---|
| 1st | disguise self, sleep |
| 3rd | darkness, shadow blade |
| 5th | catnap, hunger of hadar |
| 7th | confusion, shadow of moil |
| 9th | dream, seeming |
BONUS CANTRIP
At 1st level, you know the chill touch cantrip. Additionally, your version of this cantrip is special. If the target is wearing or holding a light source when made the target of this spell, the spectral hand the spell creates covers the light. If the light is nonmagical or created by a cantrip, it is extinguished. Otherwise, it is only suppressed until the beginning of your next turn.
EYES OF THE NIGHT
Also at 1st level, you are blessed with eyes that pierce the dark. You gain darkvision to a distance of 120 feet. This vision is not impeded by magical darkness.
CHANNEL DIVINITY: ANIMATE SHADOW
Starting at 2nd level, as an action, you produce the holy symbol of your deity and assume control of the dark. Any creature within 30 feet of you must succeed a Wisdom saving throw or be restrained by their own shadow for 1 minute. A target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. A creature standing in total darkness has disadvantage on this saving throw.
STRANGLE THE LIGHT
At 6th level, you learn to snuff out the light and bring darkness to the world. As an action, you extinguish any light sources you can see. You can choose to exempt certain light sources from this effect.
If the light is created by a spell of greater strength than a cantrip, make a Wisdom check. On a successful check, the light is extinguished. On a failed check, the light is only suppressed until the beginning of your next turn. The difficulty of this check is equal to 10 + the slot level of the spell used to create the light.
You can use this feature a number of times equal to your Wisdom modifier, after which you must finish a long rest before you can do so again.
DIVINE STRIKE
At 8th level, 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.
IMPROVED SHADOW
At 17th level, your control of the dark improves to mastery. When a creature fails its saving throw against your Channel Divinity feature, it is paralyzed rather than restrained.

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