Darkness Domain

Gods of the night and shadows-such as Mask, Shar, Vhaeraun, Tharizdun, the Raven Queen, and the Shadow-are secretive deities that value cunning over brute force. They are the patrons of thieves, assassins, nihilists or the ambitious. Their clerics are a shadowy presence in the world and like their deities, keep out of the light. They prefer deception, intrigue, and influencing decisions from behind the scenes.

Darkness Domain Spells

Cleric Level Spells 1st arms of hadar, disguise self 3rd blindness/deafness, darkness 5th hunger of hadar, nondetection 7th evard's black tentacles, shadows of moil 9th dusk, enervation

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons.

Blessed by Shadows

Starting at level 1, you gain darkvision with a range of 60 feet. If you already have darkvision, you darkvision range increases by 30 feet.

For any cleric spell that deals radiant damage, you can instead choose to deal necrotic damage.

Umbral Sight

Starting at level 2, you can now see through magical darkness at the same range as your normal darkvision.

Channel Divinity: Grasping Shadow

Starting at 2nd level, you can use your Channel Divinity to command an opponent's shadow to ensnare it. As an action, you can choose a creature 30 feet of you that you can see. The creature must succeed on a Dexterity saving throw or be restrained by its own shadow. While restrained by its shadow, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the shadow returns to normal. Otherwise the shadow returns to normal after one minute.

Followers of Darkness Although many deities of this domain are evil, this domain isn't exclusively for evil characters. Gods such as Mask and the Raven Queen are both neutral deities and can have good or neutral clerics. The more evil gods can have neutral aligned clerics as well.

Night Walker

Starting at level 6, you can step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

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.

Darkness Ascendant

At 17th level, your deity empowers your magical prowess in darkness. Creatures in darkness created by your spells have disadvantage on saving throws against your spells or channel divinity ability.

New Spell: Dusk

5th-level evocation

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (amethyst gem worth at least 100 gp)

V, S, M (amethyst gem worth at least 100 gp) Duration: Concentration, up to 1 minute

The darkness of dusk blankets an area in a location you specificy within range. Until the spell ends, a 20-foot-radius, 30-foot-high cylinder of darkness covers the area. A creature with Darkvision can't see through this darkness, and nonmagical light, as well as light created by spells of 5th level or lower, can't illuminate it.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.