Umbral Domain (5e Subclass)
Umbral Domain[edit]
Cleric Subclass
Gods who hold this domain rule over shadowy places and are keeper of secrets. They bring forth the night and the monsters that lurk in the darkness; and they watch over those people and places cloaked in shadows. Many of these deities are in just opposition to gods of light, for they believe that the darkness and what it represents are more powerful than light in the realms. Corruption, madness, fear; all are brought forth by these shadowy forces. Such deities are Shar, Loth, and Tharizdun.
Umbral Domain Spells
Cleric Level | Spells |
---|---|
1st | Hex, Sleep |
3rd | Darkness, See Invisibility |
5th | Bestow Curse, Fear |
7th | Banishment, Greater Invisibility |
9th | Dominate Person, Scrying |
Disciple of Shadows
At 1st level, you gain proficiency with either the Deception, Perception, or Stealth skill (your choice). In addition to this you gain darkvision with a range of 120 feet, and can see in magical darkness.
Nightly Vex
Also at 1st level, whenever you damage a creature with a spell, or a creature fails a Saving throw against one of your spells, you can use your bonus action to place baleful shadows upon the creature. Doing so causes one of the following effects to be applied to the creature for 1 minute; roll on the table to determine the effect.
d4 | Nightly Vex Effect |
---|---|
1 | The creature has disadvantage on any Wisdom skill checks for the duration. |
2 | The next skill check or Saving throw they make has a -1d4 applied to it. |
3 | The creature’s movement is reduced by 10 feet. |
4 | The next time this creature is dealt damage, they take an additional 1d8 psychic damage. |
Only one creature can be affected by this feature at a time. If you were to use this feature on another creature, the previous effect of this feature ends if the creature is still cursed. A Remove Curse or similar magic removes this effect as well.
Channel Divinity: Divine Penumbra
Starting at 2nd level, you can hold your holy symbol out as an action and have shadows spill forth from it to a point within 40 feet of you. The area within 20 feet of that point is bathed in magical darkness and unnatural mist, heavily obscuring the area. This obscurity spreads around corners. Any magical light is automatically dispelled when in the obscured area, and any normal light or flame is snuffed out. You are not affected by this Channel Divinity and can see clearly through it. You may also choose a number of creatures equal to your Wisdom modifier that you can see when you use this Channel Divinity to also not be affected by it.
Baleful Shadows
Beginning at 6th level, when a creature affected by your Nightly Vex feature makes an attack against you or a friendly creature that you can see, you can use your reaction to impose disadvantage on the attack roll, as shadowy spirits attempt to impede the creature.
Additionally at 6th level, whenever a creature affected by your Nightly Vex feature starts its turn in dim light or darkness, they take 1d6 psychic damage, as the shadows begin to attack them. This damage increases to 2d6 at 14th level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eclipsing Wave
At 17th level, you can use your action to bring forth a wave of shadows and gloom that extends 40 feet in all directions. Any hostile creature caught in the wave must make a Wisdom Saving throw against your Spell Save DC. A creature that fails the Saving throw takes 5d10 psychic damage and becomes either blinded or frightened of you for 1 minute (your choice of which effect). A creature that succeeds on the Saving throw only takes half the psychic damage and doesn’t become blinded or frightened.
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