Darkness Domain (5e Subclass)
Darkness Domain[edit]
Cleric Subclass
Followers of the Darkness domain worship, among others, deities such as Mask, Selune, Shargaas, Shar, Leira, the Raven Queen, Nyx, and Nótt, entities that rule over shadows, night, darkness and The Shadowfell. Some of these gods are patrons of those who perform their activities in the dark, like thieves, assassins or wardens. Others are more elemental and nature, representing the night itself or aspects of the night, like nocturnal creatures, the stars or the Moon. Clerics that devote the darkness domain can channel the power of their gods to summon the mantle of shadows as a form of protection, concealing their presence from their enemies eyes, to wander unnoticed. They also can use it to strike fear in the hearts of these foes, invoking the natural fear most creatures have from the unknown.
Cleric Level | Spells |
---|---|
1st | disguise self, unseen servant |
3rd | darkness, invisibility |
5th | nondetection, blink |
7th | greater invisibility, mordenkainen's private sanctum |
9th | seeming, dream |
- Eyes of Darkness
When you choose this domain at 1st level, you gain the ability to see on darkness, magical or otherwise, up to a range of 120 feet.
- Warding Shade
Also at 1st level, you can interpose divine darkness between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a shadow to envelope its mark before it hits or misses. An attacker that can’t be blinded is immune to this feature, as are those with a Darkvision of at least 120 feet. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Shadow of the Nightmare
Starting at 2nd level, you can use your Channel Divinity to harness darkness, banishing light and dealing psychic damage to your foes. As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes psychic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
- Improved Shade
Starting at 6th level, you can also use your Warding Shade feature when a creature that you can see within 30 feet of you attacks a creature other than you.
- Light Siphon
At 8th level, the darkness you carry has become a part of you. You create a 5-foot sphere of darkness centered on yourself at all times. When in bright light this is dim light, when in dim light it is darkness, and when in darkness it is magical darkness.
- Umbral Body
Beginning at 14th level, you gain the ability to transform into pure shadow. You can cast umbral body at will, without expending a spell slot or material components. When you cast the spell using this feature, you may only target yourself, and it lasts until the end of the current turn.
- Improved Shadow of the Nightmare
At 17th level, your Shadow of the Nightmare has a range of 60 feet, and deals 3d10 + twice your cleric level psychic damage. Creatures without darkvision have disadvantage on their Wisdom saving throw against it.
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