Difference between revisions of "Darkness Domain (5A)"

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{{5A}}
 
{{5A}}
This is a [[Cleric (5A)|Cleric]] domain for [[5A]].
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This is an original [[Cleric (5A)|Cleric]] domain for [[5A]].
  
 
''Darkness and night provide both rest and terror.  
 
''Darkness and night provide both rest and terror.  
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|valign="top"| '''Cleric Level ||valign="top"| '''Spells
 
|valign="top"| '''Cleric Level ||valign="top"| '''Spells
 
|-
 
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|valign="top" align=center | 1  ||valign="top"|  [http://dnd5e.wikidot.com/spell:arms-of-hadar Arms of Hadar] , [http://dnd5e.wikidot.com/spell:cause-fear Cause Fear]
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|valign="top" align=center | 1  ||valign="top"|  [http://dnd5e.wikidot.com/spell:arms-of-hadar Arms of Hadar], [http://dnd5e.wikidot.com/spell:cause-fear Cause Fear]
 
|-
 
|-
 
|valign="top" align=center | 3  ||valign="top"|  [http://dnd5e.wikidot.com/spell:darkness Darkness], [http://dnd5e.wikidot.com/spell:shadow-blade Shadow Blade]
 
|valign="top" align=center | 3  ||valign="top"|  [http://dnd5e.wikidot.com/spell:darkness Darkness], [http://dnd5e.wikidot.com/spell:shadow-blade Shadow Blade]
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=== Bonus Proficiencies ===
 
=== Bonus Proficiencies ===
At 1st level, you gain proficiency with one of these skills:  
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At 1st level, you gain proficiency with one of these skills: Intimidation, Perception, or Stealth.
Intimidation,
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Perception, or
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=== Blurry Darkness ===
Stealth.
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At 1st level, when you are attacked, you can take a reaction to cloak yourself in darkness. All attack rolls against you have disadvantage until the end of the current turn.
  
 
=== Night Sight===
 
=== 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.
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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.  
If you already have darkvision, Night Sight adds 30 ft. to the existing darkvision.
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You can see in magical darkness within the range of your darkvision.
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If you already have darkvision, Night Sight gains a range equal to your previous darkvision plus 30 feet.
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=== Gift of the Night ===
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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.
  
=== Vigilant Blessing ===
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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.
At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
 
  
 
=== Channel Divinity: Cloud of Night===
 
=== Channel Divinity: Cloud of Night===
 
At 2nd level, you can use your Channel Divinity to cloak an area in darkness.
 
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.
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: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. 
The area of darkness does not move as you move.
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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.
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:Depending on the distance from the point of origin, this darkness can overcome different degrees of light. Within 10 ft. it can only be overcome by 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.
Depending on the distance from the point of origin, this darkness can overcome different degrees of light.  
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Within 200 ft. it can overcome dim light.  
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=== Nightwalker ===
Within 100 ft., it can overcome bright light.  
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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.
Within 30 ft. it can overcome sunlight.
 
If your darkness cannot overcome a source of light, that light prevails in the area.
 
  
=== Steps of Night ===
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''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, there are always shadows.
Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 
  
=== Divine Strike ===
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=== Blessed Strikes ===
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.
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When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
  
=== Twilight Shroud ===
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=== Night Shroud ===
At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover (+2 bonus to AC and Dexterity saving throws) while in the sphere created by your Twilight Sanctuary.
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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 ==
 
== 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.
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A darkness domain that isn't necessarily evil, this is built from the Twilight domain.
I am talking about you, Twilight Sanctuary.
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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.
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Nightwalker is from the shadow monk and Dark Shroud from the gloomstalker ranger.

Latest revision as of 11:58, 2 June 2022

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This is an original Cleric domain for 5A.

Darkness and night provide both rest and terror.

Subclass features

Twilight Domain Spells

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 cloak yourself in darkness. All attack rolls 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 gains a range equal to your previous darkvision plus 30 feet.

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 only be overcome by 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, there are always shadows.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

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.