Belac93
2016-04-09, 11:39 AM
Darkness Domain
Shar, Tharizdun, The Shadow, Torog, Zehir, are all evil examples of Dark gods. The gods who live out of sight, who live in the eternal darkness of their home. They are not all bad though, with Grumbar, Dumathoin, Urogalan, and many gods of the sea and the earth being examples of good, or at least neutral ones. Not all darkness is bad, or so worshipers of these gods say...
Darkness Domain Spells
Cleric Level Spells
1st
arms of Hadar, sleep
3rd
darkness, invisibility
5th
fear, hunger of Hadar
7th
Evard's black tentacles, greater invisibility
9th
mislead, passwall
Bonus Cantrip
When you choose this domain at 1st level, you gain the minor illusion cantrip.
Power of Darkness
Also starting at 1st level, you gain Darkvision out to 60 feet. If you already have darkvision, increase its range by 60 feet. In addition, you can see through magical darkness.
As long as you are in an area of dim light or darkness, you may have your AC equal your Dexterity modifier + your Wisdom modifier, regardless of what armour you are wearing. You can use a shield and still gain this benefit.
Channel Divinity: Summon Darkness
Starting at 2nd level, you can use your Channel Divinity to destroy all light in the area around you.
As an action, you can present your holy symbol, and do one of 2 things.
You may either cast the darkness spell, centered on yourself, or you may extinguish one magical light source within 60 feet of you, as long as the slot used to cast it was no larger than half your cleric level. Magic items are considered to have a slot level of 1 if common, 3 if uncommon, 5 if rare, 7 if very rare, and 9 if legendary.
As an action, you may extinguish any light source no bigger than a campfire within 60 feet of you. This does not expend your channel divinity.
Protective Darkness
Starting at 6th level, when you are harmed, you can choose to use the harm inflicted on you against your opponent.
When you would be hit by an attack, you may immediately cast the darkness spell, centered on yourself, potentially giving disadvantage and causing the attack to miss you. You can use this power a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses after a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to damage you deal with any cleric cantrip. In addition, you may have your cleric cantrips deal necrotic damage instead of their normal damage type.
One with the Dark
Starting at 17th level, you gain ultimate mastery over the dark. You can concentrate on a number of darkness spells equal to your Wisdom modifier -1 (minimum of 1), without it counting towards the number of spells you can concentrate on. In addition, you can never lose concentration on a darkness spell that you are in the area of.
Also, you may have a number of allies equal to your Wisdom modifier who, as long as they are in the area of a darkness spell you created, can see through it as though it was only dim light.
Shar, Tharizdun, The Shadow, Torog, Zehir, are all evil examples of Dark gods. The gods who live out of sight, who live in the eternal darkness of their home. They are not all bad though, with Grumbar, Dumathoin, Urogalan, and many gods of the sea and the earth being examples of good, or at least neutral ones. Not all darkness is bad, or so worshipers of these gods say...
Darkness Domain Spells
Cleric Level Spells
1st
arms of Hadar, sleep
3rd
darkness, invisibility
5th
fear, hunger of Hadar
7th
Evard's black tentacles, greater invisibility
9th
mislead, passwall
Bonus Cantrip
When you choose this domain at 1st level, you gain the minor illusion cantrip.
Power of Darkness
Also starting at 1st level, you gain Darkvision out to 60 feet. If you already have darkvision, increase its range by 60 feet. In addition, you can see through magical darkness.
As long as you are in an area of dim light or darkness, you may have your AC equal your Dexterity modifier + your Wisdom modifier, regardless of what armour you are wearing. You can use a shield and still gain this benefit.
Channel Divinity: Summon Darkness
Starting at 2nd level, you can use your Channel Divinity to destroy all light in the area around you.
As an action, you can present your holy symbol, and do one of 2 things.
You may either cast the darkness spell, centered on yourself, or you may extinguish one magical light source within 60 feet of you, as long as the slot used to cast it was no larger than half your cleric level. Magic items are considered to have a slot level of 1 if common, 3 if uncommon, 5 if rare, 7 if very rare, and 9 if legendary.
As an action, you may extinguish any light source no bigger than a campfire within 60 feet of you. This does not expend your channel divinity.
Protective Darkness
Starting at 6th level, when you are harmed, you can choose to use the harm inflicted on you against your opponent.
When you would be hit by an attack, you may immediately cast the darkness spell, centered on yourself, potentially giving disadvantage and causing the attack to miss you. You can use this power a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses after a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to damage you deal with any cleric cantrip. In addition, you may have your cleric cantrips deal necrotic damage instead of their normal damage type.
One with the Dark
Starting at 17th level, you gain ultimate mastery over the dark. You can concentrate on a number of darkness spells equal to your Wisdom modifier -1 (minimum of 1), without it counting towards the number of spells you can concentrate on. In addition, you can never lose concentration on a darkness spell that you are in the area of.
Also, you may have a number of allies equal to your Wisdom modifier who, as long as they are in the area of a darkness spell you created, can see through it as though it was only dim light.