The Dark and Mist
Your soul has been tied to the Dark Powers and the Mists which bound the Realms of Dread. The Dark Powers which lord over the realm as a whole might be your master, a Dread Lord trapped within the Realms of Dread might have a special tie to your soul, or the very mists themselves might have entwined themselves with your fate.
Expanded Spell List
The Dark and Mist lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Level | Spells |
|---|---|
| 1 | Dissonant Whispers, Fog Cloud |
| 2 | Blindness/Deafness, Silence |
| 3 | Bestow Curse, Nondetection |
| 4 | Confusion, Mordenkainen's Private Sanctum |
| 5 | Antilife Shell, Cloudkill |
Tie to the Mists
At 1st level, roll or choose an item from the Horror Trinkets found within Von Richten's Guide to Ravenloft or within the Haunted One background. You cannot lose this trinket, if it is lost or destroyed, it re-appears on your person at the completion of your next rest. You may use this trinket as a focus for spell casting, though you must be holding or clutching it tightly with at least 1 hand.
Mist Walker
At 1st level, at some point in your past you have walked the mists, and the mists now walk with you. In conditions of full obscurement - mist & darkness and their like - you have blindsight out to 5'.
Additionally, you may summon the mists as a bonus action, creating a 15' radius sphere of misty fog centered on yourself. This fog lasts until the end of your next turn, creating full obscurement, and cannot be dispersed by wind or weather conditions. Undead and Fey creatures find the fog to be anathemic, and must make a wisdom save against your spell DC if they are within it as it appears or enter it after it appears. If they fail, they must flee as if turned until the end of their next turn. You regain use of this feature upon completion of a short or long rest.
Dark Gifts
At 6th level you gain access to a dark gift, a blessing of the Dark Powers, whether stolen from them or at their behest. Choose a gift from among those listed in Van Richten's Guide.
Mist Shroud
At 6th level, if you are subjected to an Effect that would kill you instantaneously without dealing damage, that Effect is instead negated. Additionally, if your hit points are reduced to 0, you instead drop to 1 hit point and may spend any number of hit dice to immediately regain hit points. When either condition of this ability triggers, a mist rises at your location as if you had used your Mist Walker feature and you may roll a stealth check to hide, adding your level to the roll as a bonus. Once either condition is triggered, you cannot make use of this feature again until the completion of a long rest.
Undying Nature
at 10th level, much like those tied to the Domains of Dread, you are less effected by the ravages of time and requirements of life. You can hold your breath indefinitely, and you don't require food, water, or sleep - although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. A long rest for you requires only four hours time to complete. You are immune to natural diseases and to the poisoned condition. You age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Taken by Dread
At 14th level, the mists eagerly await, and you may direct them to make acquaintance to the unlucky. As an action, you summon a 5' radius sphere of mist and darkness within 100' of yourself. Any creature in contact with the sphere of mist is pulled into the mists, their appearance fading into shadow before disappearing. Until the end of their next turn they are banished to the bordering mists of a random Domain of Dread.
When they re-appear they suffer 6d6 psychic damage, and they make a Charisma save against your spell save DC. On a failure they roll a 1d6, suffering the 1) Blinded 2) Poisoned 3) Frightened 4) Stunned 5) Charmed - Incapacitated or 6) Grappled condition for the next minute, making a Charisma save at the end of each of their following turns to end the condition early. If a creature is immune to the condition they roll, roll again until a condition effects them.
Once you use this feature, you cannot do so again until you complete a long rest.
Abbreviated Trinket List
- A picture you drew as a child of your imaginary friend
- The necklace of a sibling who died on the day you were born
- A spyglass that always shows the world suffering a terrible storm
- The unopened letter to you from your dying father
- A key to the family crypt
- A switch used to discipline you as a child
- Dice made from the knuckles of a notorious charlatan
- A porcelain doll’s head that always seems to be looking at you
- A wolf’s head wrought in silver that is also a whistle
- A mummified raven claw
Full Listing can be found in Van Richten's Guide to Ravenloft
Example Dark Gift
Watchers Something is always watching you and draws ethereal spirits that take the form of creatures made of shadowstuff, usually in the shape of Tiny beasts, that follow you and gather in your vicinity. Their behavior suggests a hint of malice.
Borrowed Eyes As an action influence the presence guiding the watchers for 1 hour. You gain advantage on Int (investigation) and Wis (Perception) checks and can't be blinded. Once you use this feature, you cannot do so again until you complete a long rest.
Dread Presence You have disadvantage on Cha (Deception, Persuasion, Performance) checks made against creatures which can see the watchers, and disadvantage against saving throws made against the Scrying Spell. With 1 minute of work and a successful DC 15 Cha (Animal Handling) check, you can suppress both Borrowed Eyes and Dread Presence for 1 hour. Once you successfully use this feature, you cannot do so again until you complete a long rest.
Full Listing can be found in Van Richten's Guide to Ravenloft
Image: https://www.artofmtg.com/art/beyeen-coast/
Beyeen Coast MtG Art from Zendikar Rising by YW Tang
Fan Content Policy
"The Dark and Mist" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Justice Domain
Those who cry out for Justice often find their cries heard and responded to by Clerics of this Domain. For some, Justice is found in the lawful punishment of crimes. For others, an eye for an eye and retribution are Just. It is the mantra of the Justice Cleric to seek balance.
Gods who represent the many faces of Justice include Tyr and Hoar in the Realms, Shevarash of the Elves, Pholtus and Trithereon of Greyhawk, Kiri-Jolith and Sargonnas of Dragonlance.
Justice Domain Spells
| Cleric Level | Spells |
|---|---|
| 1 | Absorb Elements*, Hellish Rebuke |
| 3 | Phantasmal Force, Suggestion |
| 5 | Enemies Abound*, Speak with Dead |
| 7 | Fire Shield, Locate Creature |
| 9 | Bigby's Hand, Geas |
*Xanathar's Guide to Everything
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with Martial Weapons and Heavy Armor, as well as your choice of 1 of Investigation, Survival, or Insight skills.
Channel Divinity: Retributive Strike
Starting at 2nd level, you can use your Channel Divinity to retaliate against a foe who has damaged you or an ally within 60' since the end of your last turn. As an action, you present your holy symbol, and the target creature suffers 4d6 damage of radiant, necrotic, or the type originally dealt, and it must make a Wisdom saving throw or be frightened of you for the next minute. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Justice's Glare
Starting at 6th level, when a creature has made an attack, cast a spell, or dealt damage against a friendly or neutral creature within 60 feet (including yourself), as an action you can direct Justice's Glare upon that creature as long as you know its general location. They must make a Dexterity saving throw against your Spell Save DC. On a failure, for the next minute a cylinder of bright light 10' in radius and 40' high centers on and follows them, they gain no benefit from invisibility, cannot take the hide action, and attacks have advantage against them. Using this feature ends any existing instances of this feature.
A creature which saves against this feature is immune for the next 24 hours, but does not consume its use. You regain use of this feature upon completion of a long rest. Additionally, if a friendly creature within 60' of you is reduced to 0 hit points or slain outright by an enemy, you regain use of this feature.
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 or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Balancing the Scales
At 17th level, you gain the ability to turn back hostile acts upon those which deliver them. When an ally would be frightened, charmed, or reduced to half or less hit points, as a reaction you may cancel the frightened or charmed condition, and the creature causing the conditions or damage receives 5D10 radiant or necrotic damage, and must make a wisdom saving throw against your spell save DC or be stunned until the end of your next turn. You regain use of this feature upon completion of a short or long rest.
Drenn Irongrip
Level 8 Simic Hybrid Cleric of Hoar - Justice Domain
- Armor Class AC 20 (Full Plate & Shield)
- Hit Points 67
- Speed 30, 30 climb
- Spell Attack / Spell DC +6 / DC 14
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 17 (+3) 8 (-1) 16 (+3) 8 (-1)
- Saving Throws Wis (+6), Cha (+2)
- Skills Athletics +6, Insight +6, Investigation +6, Persuasion +2, Survival +6
- Senses Darkvision, 60';
- Languages Common, Undercommon
- Cantrips Guidance, Thaumaturgy, Toll the Dead, Word of Radiance
- Domain Spells (8) Absorb Elements, Hellish Rebuke, Phantasmal Force, Suggestion, Enemies Abound, Speak with Dead, Fire Shield, Locate Creature
- Prepared Spells (11) Command, Inflict Wounds, Cure Wounds, Augury, Enhance Ability, Lesser Restoration, Spiritual Weapon, Dispel Magic, Spirit Guardians, Banishment, Death Ward
Spell Slots
Lvl 1 Lvl 2 Lvl 3 Lvl 4 4 3 3 2
Actions & Abilities
Attack Action. Battle Axe, +6 Attack, 1d8+3 Slashing, +1d8 Necrotic
Grappling Claws Action. Natural Weapon, +6 Attack, 1d6+3 Bludgeoning. Immediately after hitting, you may attempt a grapple as a bonus action.
Channel Divinity: Turn Undead.
Channel Divinity: Destroy Undead.
Grappler You've developed the Skills necessary to hold your own in close-quarters Grappling. You have advantage on Attack Rolls against a creature you are Grappling. You can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends.
Actions & Abilities (Continued)
Channel Divinity: Retributive Strike Starting at 2nd level, you can use your Channel Divinity to retaliate against a foe who has damaged you or an ally within 60' since the end of your last turn. As an action, you present your holy symbol, and the target creature suffers 4d6 damage of radiant, necrotic, or the type originally dealt, and it must make a Wisdom saving throw or be frightened of you for the next minute. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Justice's Glare When a creature has made an attack, cast a spell, or dealt damage against a friendly or neutral creature within 60' (including yourself), as an action you can direct Justice's Glare upon that creature as long as you know its general location. They must make a Dexterity saving throw against your Spell Save DC. On a failure, for the next minute a beam of bright light 10' wide connects them to you, they gain no benefit from invisibility, cannot take the hide action, and attacks have advantage against them.
A creature which saves against this feature is immune for the next 24 hours, but does not consume the use of this feature. You regain use of this feature upon completion of a long rest. Additionally, if a friendly creature within 60' of you is incapacitated by an enemy, you regain use of this feature.
Fan Content Policy
"Justice Domain" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
https://www.artofmtg.com/art/grim-wanderer/
Grim Wanderer MtG Art from Adventures in the Forgotten Realms by Jason A. Engle
Protection Domain
Be Vigilant, Stand Ready, Guard the Worthy, and Endure. These are watchwords of the gods of Protection. The Silver Flame of Eberron, Helm of the Realms, Angharradh of the Elvish Pantheon, Berronar Truesilver & Gorm Gulthyn of the Dwarven Pantheon, and Paladine of Dragonlance are examples of Gods who embody the ideals of Protection.
Protection Domain Spells
| Cleric Level | Spells |
|---|---|
| 1 | Protection From Evil & Good, Sanctuary |
| 3 | Aid, See Invisible |
| 5 | Dispel Magic, Protection From Energy |
| 7 | Death Ward, Freedom of Movement |
| 9 | Circle of Power, Wall of Stone |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Heavy Armor, and you ignore movement speed reduction from Heavy armor.
Protective Warder
At 1st level, as a bonus action you may use this ability to grant a protective boon to yourself or a friendly creature within 30' for 1 minute. They may choose to gain +1d4 to saving throws and attack rolls, or +2 to Armor Class. You regain the use of this ability upon completion of a short or long rest.
When you reach 6th level in this class you may cast the Magic Circle spell once. A Magic Circle cast using this feature is centered on the caster and cannot be reversed. When you cast Magic Circle with this feature, this spell does not require material components and has a casting time of 1 action. Once you take this action, you cannot do so again until you complete a long rest, unless you expend your use of protective warder to take it again.
Divine Intervention
Starting at 2nd level, as a reaction you can use your Channel Divinity and an appropriate level spell slot to cast a Domain spell or use your Protective Ward ability. When you do so on a touch spell it gains a range of 30'.
Reactive Ward
Starting at 6th level, when a creature under the effect of one of your beneficial spells or protective ward within 30' of you takes damage, you may use your reaction to spend a spell slot, reducing that damage by 2d4 * Spell slot level, + Wisdom Ability Modifier. You may use this ability a number of times equal to your Proficiency Bonus.
You regain all uses of this ability upon completion of a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Winn Alefriend
Level 8 Halfling (Ghostwise) Cleric of Yondalla - Protection Domain
- Armor Class AC 20 (Full Plate & Shield)
- Hit Points 65
- Speed 25
- Spell Attack / Spell DC +7 / DC 15
STR DEX CON INT WIS CHA 10 (0) 10 (0) 16 (+3) 11 (0) 18 (+4) 12 (+1)
- Saving Throws Wis (+7), Cha (+4), Con (+6)
- Skills Athletics +3, Insight +6, Medicine +6, Persuasion +4
- Senses Darkvision, 60';
- Languages Common, Halfling, Dwarf, Goblin
- Cantrips Guidance, Light, Sacred Flame, Word of Radiance
- Domain Spells (8) Protection From Evil & Good, Sanctuary, Aid, See Invisible, Dispel Magic, Protection from Energy
- Prepared Spells (12) Bless, Command, Healing Word, Lesser Restoration, Prayer of Healing, Spiritual Weapon, Warding Bond, Revivify, Spirit Guardians, Divination, Banishment, Stone Shape
Spell Slots
Lvl 1 Lvl 2 Lvl 3 Lvl 4 4 3 3 2
Actions & Abilities
Attack. Quarterstaff, +3 Attack, 1d8 Bludgeoning
Lucky. When you roll a 1 on the d20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on Saving Throws against being Frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Protective Warder. As a bonus action you may use this ability to grant a protective boon to yourself or a friendly creature within 30' for 1 minute. They may choose to gain +1d4 to saving throws and attack rolls, or +2 to Armor Class. You regain the use of this ability upon completion of a short or long rest.
Channel Divinity: Turn Undead.
Channel Divinity: Destroy Undead.
Divine Intervention. As a reaction, use your Channel Divinity and an appropriate level spell slot to cast a Domain spell or use your Protective Ward ability. If you do so on a touch spell, it gains a range of 30'.
Actions & Abilities (Continued)
Reactive Ward. When a creature under the effect of one of your beneficial spells within 30' of you takes damage, you may use your reaction to reduce that damage by 3d4 + Wisdom Ability Modifier. You may use this ability a number of times equal to your Wisdom Ability Modifier. You regain all uses of this ability upon completion of a long rest.
Magic Circle. You may cast the Magic Circle spell once. A Magic Circle cast using this feature is centered on the caster and cannot be reversed. When you cast Magic Circle with this feature, this spell does not require material components and has a casting time of 1 action. Once you take this action, you cannot do so again until you complete a long rest, unless you expend your use of protective warder to take it again.
Fan Content Policy
"Protection Domain" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
https://www.artofmtg.com/art/citadel-castellan/
Citadel Castellan MtG Art from Magic Origins by Anastasia Ovchinnikova
Travel Domain
The gods of Travel favor both those who blaze new paths and guard well known ones. Adventurers, Peddlers, Tinkers, Nobles, Warlords, and Merchants all ask the boons of the Travel Gods. Shaundakul & Waukeen in the Realms, Celestian & Fharlanghn in Greyhawk, Shinare in Dragonlance, and Kol Korran of Eberron are a few examples of Gods whose domains includes Travel.
The keynotes of a follower of Travel are Finding new paths - to known or unknown destinations, being a boon to fellow or found travelers, a bane to raiders ambushers or predators upon travelers and a seeker of their lairs, and flexibility and tenacity in the face of the unexpected.
Travel Domain Spells
| Cleric Level | Spells |
|---|---|
| 1 | Comprehend Languages, Hunter's Mark |
| 3 | Pass Without Trace, Spider Climb |
| 5 | Conjure Animals, Water Breathing |
| 7 | Dimension Door, Mordenkainen's Private Sanctum |
| 9 | Passwall, Wall of Stone |
| 17 | Teleport |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Martial Weapons and you learn 2 cantrips from the Sorcerer or Druid Spell Lists.
Escape Routes
At 1st level, you can spend a bonus action to take the disengage action.
Channel Divinity: Trail Breaker
Starting at 2nd level, as a bonus action you can use your Channel Divinity to smooth or hinder the movement of creatures in your presence. For 1 minute choose either: Creatures up to your Wisdom modifier in number that you designate within a 15' of yourself ignore difficult terrain and have 10 additional movement OR Difficult terrain radiates out from you to a distance of 15', except for creatures that you designate.
Free Spirit
Starting at 6th level, your intuition and awareness of your surroundings is divinely honed, granting you a number of special abilities:
- You gain the ability to escape grapples or non-magical restraints, and to stand from prone, by spending 5' of movement
- You have advantage on saves and ability checks vs spells or abilities which cause the Restrained, Grappled, or Paralyzed conditions.
- You gain blindsight out to a distance of 10'.
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. This additional damage is Magical.
Divine Guide
At 17th level, your traveler's intuition is always at the alert. You can't be surprised, and have advantage on initiative checks. You have advantage on Dexterity Saving Throws against Effects that you can see, or perceive with blindsight, such as those caused by traps or Spells. To gain this benefit, you can’t be stunned, paralyzed, or incapacitated.
Additionally, you gain knowledge of the Teleport spell, which you always have prepared but does not count against your maximum number of prepared spells. You can cast this spell once per day without requiring a spell slot. When you do so re-roll any roll of 25 or under on the D100 Destination Table.
Canny, the Roadwarden
Level 8 Shifter (Wildhunt) Cleric of Shaundakul - Travel Domain
- Armor Class AC 19 (Half Plate & Shield)
- Hit Points 57
- Speed 30
- Spell Attack / Spell DC +8 / DC 16
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (0) 20 (+5) 10 (0)
- Saving Throws Wis (+7), Cha (+3)
- Skills Athletics +4, Insight +7, Medicine +7, Perception +7, Survival +7
- Senses Darkvision, 60'; Blindsight, 10';
- Languages Common, Elven
- Cantrips Booming Blade, Guidance, Light, Mending, Sacred Flame
- Domain Spells (8) Comprehend Languages, Hunter's Mark, Pass without trace, Spider Climb, Conjure Animals, Water Breathing, Dimension Door, Mordenkainen's Private Sanctum
- Prepared Spells (13) Bless, Guiding Bolt, Healing Word, Sanctuary, Lesser Restoration, Protection from Poison, Spiritual Weapon, Dispel Magic, Mass Healing Word, Revivify, Banishment, Control Water, Freedom of Movement
Spell Slots
Lvl 1 Lvl 2 Lvl 3 Lvl 4 4 3 3 2
Actions & Abilities
Attack. Rapier, +5 Attack, 1d8+2 Piercing, +1d8 Magical Piercing
Booming Blade. Rapier, +5 Attack, 1d8+2 Piercing, +1d8 Magical Piercing, +1d8 Thunder, +2d8 thunder if target creature moves
Shifting. Take on Bestial Appearance for 1 minute, gain 10 temporary hit points, advantage on wisdom checks, no creature within 30' may gain advantage on attack rolls against you.
Escape Routes. You can spend a bonus action to take the disengage action.
Channel Divinity: Turn Undead.
Channel Divinity: Destroy Undead.
Actions & Abilities (Continued)
Channel Divinity: Trail Breaker. As a bonus action spending a use of your Channel Divinity feature, For 1 minute choose either:
Concentration Creatures you designate within a 15' radius from yourself ignore difficult terrain and have 10 additional movement as long as they stay within your sight OR Concentration Difficult terrain radiates out from you to a distance of 15', except for creatures that you designate.
Free Spirit. You can escape grapples or non-magical restraints, or stand from prone, by spending 5' of movement, and you have advantage on saves and ability checks vs spells or abilities which cause the Restrained, Grappled, or Paralyzed conditions.
Fan Content Policy
"Travel Domain" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
https://www.artofmtg.com/art/light-of-promise/
Light of Promise MtG Art from Core Set 2021 by Cristi Balanescu