Darkness enshrouds our private affairs and shelters our
secrets. The shadows may protect the hunted from the
hunter or conceal danger. Emissaries of the gods who
claim dominion over the darkness may provide protection
for those in need or aid those who hunt in the night, if they
are not themselves the hunters.
Darkness Domain Spells
Cleric Level |
Spells |
1st |
Shadow Armor, Sleep |
3rd |
Darkness, Dark Path |
5th |
Legion, Non Detection |
7th |
Night Terrors, Phantasmal Killer |
9th |
Dark Dementing, Mislead |
CREATURE OF DARKNESS
When you choose this domain at 1st level, you gain
proficiency in either Deception or Stealth skill (your
choice). While in dim light or darkness, you can take the
Hide action as a bonus action.
CHANNEL DIVINITY: SHADOWSIGHT
Starting at 2nd level, you can use your Channel Divinity
to gain darkvision (60 feet) for 1 hour. If you already have
darkvision as a racial characteristic, using your Channel
Divinity this way allows you to see in magical darkness to a
distance of 30 feet as if it were dim light, for 1 hour.
SHADOW MELD
Beginning at 6th level, you can use your Channel Divinity
to merge your current location with the version of it
that exists on the plane of shadow. The affected area is a
sphere with a 60-foot radius centered on you. Within that
sphere, bright light becomes dim light, dim light becomes
darkness, and darkness becomes equivalent to magical
darkness. The temperature plummets; all creatures other
than you that are in the darkened sphere at the end of their
turn must make a successful Constitution saving throw
or take 1d8 cold damage. The sphere lasts for 1 minute or
until you dismiss it as a bonus action. There’s a chance that
creatures from the plane of shadow might step through
into your world when the effect ends. Such creatures may
or may not be hostile; determine their reaction randomly.
d100 |
Result |
0-75 |
nothing appears |
75-80 |
2d4 shadows |
81-84 |
1d4 shadow fey forest hunters* |
85-89 |
1–2 shadow beasts** |
90-94 |
shadow fey enchantress* |
95-98 |
elder shadow drake** |
99-100 |
young shadow dragon |
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 necrotic damage to
the target. When you reach 14th level, the extra damage
increases to 2d8.
SHADOW SHIELD
Beginning at 17th level, your shadow begins defending
you. Each time you are hit by a nonmagical attack or effect
that causes damage, your shadow flows across your body
and absorbs half of the damage. When your shadow has
absorbed damage equal to one-fourth of your maximum
hit points, it vanishes completely until you finish a long
rest.
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