Darkened Domain (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Padlock.png
The primary contributor has requested no further edits to this page by anonymous users
The user above has requested no further edits to this page by anonymous users. This page is considered complete and balanced to a degree. As such, the page has been locked so that only registered users can edit it. If you are an IP user and wish to make alterations to this page, or you see an error, please discuss it on the talk page. If this page is not semi-protected, please either contact an administrator or remove this template.

Darkened Domain[edit]

fd6985c3f3f72880b0dcd03d869b7767.jpg
Cheritz, the developers of Mystic Messenger

Cleric Subclass

Anything can come from darkness. No matter how darkness is created, whether from the night or from shadows, anything or anyone can be looming within. Clerics of the Darkened Domain can be one of those things. These clerics use the darkness to achieve their goals for themselves, and as worshipers.

Darkened Domain Spells[edit]

Cleric Level Spells
1st Dissonant Whispers, Unseen Servant
3rd Darkness, Silence
5th Hunger of Hadar, Mass Healing Word
7th Greater Invisibility, Phantasmal Killer
9th Mass Cure Wounds, Mislead

Darkened Vision[edit]

Your eyes are accustomed to the darkness and are able to take advantage of even the smallest amount of it. When you choose this domain at 1st level, you become proficiency in the Stealth skill and gain 60ft of Darkvision, which lets you see in both magical and non magical darkness. If you already have Darkvision, you instead gain an additional 30ft.

Additionally, while in dim light or darkness you have advantage on initiative rolls.

Shadow Protection[edit]

You've learned how to use the dark to protect. When you see a creature within 30 feet of you get targeted by an attack, you can use your reaction to shadow the targeted creature to impose disadvantage on the attack roll. An attacker that can see throught magical darkness is immune to this feature.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Consume Light[edit]

Starting at 2nd level, you can use your Channel Divinity to surround yourself with darkness. As an action, you present your holy symbol, all light within 10 feet of you gets absorbed into your holy symbol leaving the area engulfed in magical darkness that moves with you. You and an amount of creatures up to your Wisdom modifier within 60 feet of you, gain the following benefits:

  • The ability to see normally in this magical darkness for the duration
  • While in this darkness, they deal one additional die of damage for each attack
  • While in this darkness, they gain advantage on Wisdom saving throws against being frightened, blinded, or poisoned

The darkness remains for an amount of rounds equal to your Wisdom modifier or when you end it (no action required).

Shadow Healing[edit]

Beginning at 6th level, the healing spells you cast heal you. When you cast a spell of 1st level or higher that restores hit points to a creature while you're in dim light or darkness, you regain hit points equal to the spell's level + the amount of creatures you heal.

Potent Spellcasting[edit]

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Nyctophobia[edit]

At 17th level, your mastery of the dark is perfected. You gain immunity to the blinded and frightened conditions, and gain expertise in stealth. If you already have expertise in Stealth, you gain proficiency in another skill of your choice. In addition, your footsteps no longer make sound when you walk. When in dim light or darkness, you can use an action to become invisible for 1 minute or until you cast a spell or make an attack. You become visible again if exposed to bright light.

4.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: