Darkness Domain
Darkness has existed since even before light shone down from the heavens, and without one, you cannot have the other. Many Clerics worship the night and the gods of Darkness. They say it is easier to see the Truth when there is no light to blind you. Truly though, the Darkness Domain exists because the Light Domain exists. The universe's constant need for balance calls for it.
Darkness Domain Spells
Cleric Level | Spells |
---|---|
1st | arms of Hadar, Sleep |
3rd | darkness, shadow blade |
5th | summon shadowspawn, hunger of Hadar |
7th | shadow of moil, Evard's black tentacles |
9th | dream, creation |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons.
Dark One's Eye
You can see normally in darkness both magical and nonmagical, to a distance of 60 feet. As an action you touch one willing creature. They benefit from this feature for 10 minutes. Once you share it, you can't do so again until you finish a long rest.
Empowering Shadows
Also at 1st level, whenever you would attack with a weapon, or melee spell attack from dim light or darkness you gain a bonus to the damage equal to half your Wisdom modifier (rounded down to a minimum of 1.) This extra damage is Necrotic.
Channel Divinity: Encroaching Darkness
At 2nd level, as an action, you present your holy symbol and darkness radiates from your body. You create a 15 foot sphere of magical darkness centered on you and an additional 5 feet of dim light. This effect lasts for 1 minute or until you are incapacitated or die. Any magical light within 30 feet of you is dispelled.
Additionally allies attacking from within your Channel Divinity gain the benefits of Empowering Shadow.
Perfected Shadows
At 6th level, your Empowering Shadows feature now adds your entire Wisdom Modifier. You gain resistance to necrotic damage.
Divine Strike
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.
The Void
Starting at 17th level, anytime a creature would die from an attack affected by Empowering Shadows, you can spend a reaction to cause a Void to appear on the creature instead. A void appears. Creatures within 30 feet of it must make a Strength Saving throw. On a failed save the creature takes 6d10 force damage and be pulled in a straight line toward The Void, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save the creature takes half as much damage and isn't pulled. The creature whom The void started on automatically fails this save. The void lasts for 1 round. Any time a creature would be killed by this affect it increases its duration by a round to a maximum of your Wisdom Modifier.
Once you use this trait you cannot do so again until you finish a long rest.
Art by Katty Haven