Dark Domain Cleric Subclass

by CousinEye

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Darkness Domain

Cover of the Night

The gods of darkness provide protection under cover of shadows and the night to all who need to move unseen, regardless of intent. The refugee seeking to hide from persecution, the assassin moving in for the kill, and the scout infiltrating enemy lines all may use the gift of darkness to aid their cause.

Subclass Features

Domain Spells

1st-level Darkness Domain feature

You gain domain spells at the cleric levels listed in the Darkness Domain Spells table. See the Divine Domain class feature for how domain spells work.

Darkness Domain Spells

Cleric Level Spells
1st Sleep, Arms of Hadar
3rd Darkness, Pass Without Trace
5th Summon Shadowspawn, Nondetection
7th Shadow of Moil, Phastasmal Killer
9th Dream, Enervation

Eyes of the New Moon

1st-level Darkness Domain feature

You gain Darkvision to a range of 30 feet. If you already have the Darkvision ability, the range of that ability is increased by 30 feet. You also gain ability to see up to 30 feet in magical darkness as if it is dim light.


Shadow Talons

1st-level Darkness Domain feature

While in darkness, if you desire, one of your hands becomes a long claw of deep inky darkness. You may melee attack with this magical claw using Wisdom instead of Strength for the attack and damage rolls. The weapon’s damage die is a d8 and causes additional necrotic damage equal to your proficiency bonus. You are proficient with melee attacks using the Shadow Talons.

Channel Divinity: Dark Passage

2nd-level Darkness Domain feature

You can use your Channel Divinity to move instantly through the hidden dimensions of darkness.

As an action, you present your holy symbol. In a 5 foot sphere around you, the light quickly dims to a magical darkness and returns to normal at the end of your next turn. You teleport away to a dimly lit or dark space on solid ground of your choice in line of sight and up to 60 feet away. You may teleport with you a number of willing creatures equal to your proficiency modifier that are within 30 feet of you. If you do, each of the affected creatures also leaves behind the 5 foot sphere of darkness that last until the end of your next turn.

Channel Divinity: Flock of Shadows

6th-level Darkness Domain feature

You can use your Channel Divinity ability to summon a flock of shadows to harrass an enemy.

As an action, you present your holy symbol, from which emerge numerous small flying shadows. These shadows immediately fly to a creature of your choice within 60 feet and begin to fly around at high speed, impeding vision and hindering melee or ranged attacks with weapons by that creature. Each round, the creature must make a Dexterity saving throw or suffer disadvantage on melee and ranged attacks. The Flock of Shadows lasts for one minute. The Flock of Shadows ends upon the death of you or the creature.

Divine Strikes

8th-level Darkness Domain feature

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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Midnight Born

17th-level Darkness Domain feature

As an action, you can create a 60 foot sphere of shadowy magical darkness which moves with you and lasts for one minute. You may see within this sphere as if it is bright light. As a bonus action, you may teleport to any location on solid ground within the sphere. Once you use this ability, you may not use it again until you have a long rest.

 

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