Darkness Domain (5A)
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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.
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. 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 creatures within 60 feet of you. You can affect a number of creatures equal to your Wisdom bonus (minimum 1). If the total number of creatures gifted with darkvision is more than this, those furthest away from you lose darkvision. Targets must end each turn within 60 ft. of you, or the ability ends for them.
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 30 ft. it can overcome sunlight. Within 100 ft., it can overcome bright light. Within 200 ft. it can overcome dim light. If your darkness cannot overcome a source of light, 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, 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. As a part of this action you can make a Dexterity (Stealth) check to hide. If in is in question whether there is a suitable area of dim light or darkness to teleport to or from, there is such a spot as long as your Dexterity (Stealth) check succeeds. If in doubt and the Dexterity (Stealth) check fails, there was no suitable spot and the entire teleport fails.
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. When you reach 14th level, the extra damage increases to 2d8.
Twilight 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
The twilight domain needed to be cut back, but also to be made less complicated by removing non-essential choices and random rolls. I am talking about you, Twilight Sanctuary.