Darkened Domain (5e Subclass)

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Darkened Domain[edit]

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Cheritz, the developers of Mystic Messenger

Cleric Subclass

Anything can come from darkness. No matter how darkness is created, whether from the night or from shadows, anything or anyone can be looming within. Clerics of the Darkened Domain can be one of those things. These clerics use the darkness to achieve their goals for themselves, and as worshipers.

Darkened Domain Spells
Cleric Level Spells
1st dissonant whispers, unseen servant
3rd darkness, silence
5th hunger of Hadar, mass healing word
7th greater invisibility, phantasmal killer
9th mass cure wounds, mislead
Darkened Vision

Your eyes are accustomed to the darkness and are able to take advantage of even the smallest amount of it. When you choose this domain at 1st level, you become proficient in the Stealth skill and gain darkvision with a range of 60 feet.
Additionally, while in dim light or darkness you have advantage on initiative rolls.

Shadow Protection

You've learned how to use the dark to protect. When you see a creature within 30 feet of you is targeted by an attack, you can use your reaction to shroud the targeted creature in shadow to impose disadvantage on the attack roll. An attacker that can see through magical darkness is immune to this feature.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Channel Divinity: Consume Light

Starting at 2nd level, you can use your Channel Divinity to surround yourself with darkness. As an action, you present your holy symbol, all light within 10 feet of you gets absorbed into your holy symbol, leaving the area engulfed in magical darkness that moves with you. You and a number of creatures up to your Wisdom modifier within 60 feet of you, gain the following benefits:

The darkness remains for an amount of rounds equal to your Wisdom modifier or when you end it (no action required).

Shadow Healing

Beginning at 6th level, the healing spells you cast heal you. When you cast a spell of 1st level or higher that restores hit points to a creature while you're in dim light or darkness, you regain hit points equal to the spell's level + the number of creatures the spell restored hit points to.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Nyctophobia

At 17th level, your mastery of the dark is perfected. You gain immunity to being blinded and frightened, and when you make a Stealth check, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. If you already add double your proficiency bonus to Stealth checks, you gain proficiency in another skill of your choice.
In addition, your footsteps no longer make sound when you walk. When in dim light or darkness, you can use an action to become invisible for 1 minute or until you cast a spell or make an attack. You become visible again if exposed to bright light.

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