Darkness Domain (5A)
Starfox's 5th Edition Fan Page |
This is a Cleric domain for 5A.
Darkness and night provide both rest and terror.
Subclass features
Twilight Domain Spells
Cleric Level | Spells |
1 | Arms of Hadar , Cause Fear |
3 | Darkness, Shadow Blade |
5 | Catnap, Enemies Abound |
7 | Evard's Black Tentacles, Shadow of Moil |
9 | Dream, Enervation |
Bonus Proficiencies
At 1st level, you gain proficiency with one of these skills: Intimidation, Perception, or Stealth.
Blurry Darkness
At 1st level, when you are attacked, you can take a reaction to blur yourself in darkness. All attack rolls that attacker makes against you have disadvantage until the end of the current turn.
Night Sight
Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 60 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can see in magical darkness within the range of your darkvision. If you already have darkvision, Night Sight adds 30 ft. to the existing darkvision.
Gift of the Night
At 1st level, as a bonus action, you can grant darkvision to a creature within 60 feet of you. You can affect a total number of creatures equal to your Proficency Bonus. If the number of creatures gifted with darkvision is more than this, those furthest away from you lose their darkvision.
Targets gain darkvision out to a range of 60 feet. In that radius, they can see in dim light as if it were bright light and in darkness as if it were dim light.
Channel Divinity: Cloud of Night
At 2nd level, you can use your Channel Divinity to cloak an area in darkness.
- As an action, you present your holy symbol, and a cloud of night forms around you up to a radius of 200 feet. The area of darkness lasts 10 minutes but does not move as you move. It does spread around corners. It can be blocked by barriers, such as a wall or door. If a barrier is removed, the darkness with spread. Darkvision can see in this darkness.
- Depending on the distance from the point of origin, this darkness can overcome different degrees of light. Within 10 ft. it can overcome sunlight. Within 50 ft., it can overcome bright light. Within 200 ft. it can overcome dim light. This light is suppressed and returns when Cloud of Night ends. If your darkness meets a source of light it cannot overcome, that light prevails in the area.
Nightwalker
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, you can take a bonus action to 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.
An area in bright light usually has shadows usable by this power as long as there is only one light source casting bright light in the area. If the light source is the sun, other light sources do not matter.
Divine Strike
At 8th level, you gain the ability to 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 radiant damage.
Night Shroud
At 17th level, you become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Editor's 's Notes
A darkness domain that isn't necessarily evil, this is built from the Twilight domain. I made the area of darkness that can be generated much larger that other similar effects, but the darkness is not magical, meaning anyone can see in it with darkvision. Nightwalker is from the shadow monk and Dark Shroud from the gloomstalker ranger.