Cleric subclass
The gods of the Darkness domain govern the shadows that blanket the world, seeing darkness not as evil but as a protective force that offers sanctuary to those in need. These deities grant their clerics mastery over shadows and stealth, powers that can be used to shield the persecuted or move unseen through dangerous territories. Their priests understand that darkness serves dual purposes -- offering refuge to the hunted while allowing for swift and secret movement through the night. Whether protecting fugitives from harm or enabling covert operations, these clerics manipulate the shadows to serve as both cloak and shield for those under their care.
Cleric Spell |
Spells |
1st | shadow armor, sleep |
3rd | darkness, dark path |
5th | legion, nondetection |
7th | phantasmal killer, shadow monsters |
9th | dark dementing, mislead |
When you choose this domain at 1st level, you gain proficiency in either Deception or Stealth (your choice). While in dim light or darkness, you can take the Hide action as a bonus action.
Starting at 2nd level, you can use your Channel Divinity to gain darkvision out to a range of 60 feet for 1 hour. If you already have darkvision, using your Channel Divinity in this way allows you to see in magical darkness to a distance of 30 feet as if it were dim light.
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 area, bright light becomes dim light, dim light becomes darkness, and darkness becomes equivalent to magical darkness. The temperature plummets; all creatures other than you in the darkened sphere at the end of their turns 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, if the DM allows, that 2d4 shadows might step through into your world when the effect ends. Such creatures might or might not be hostile.
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.
At 17th level, your shadow becomes capable of defending you. Each time you are hit by a nonmagical attack or effect that causes damage, your shadow absorbs half of the damage. When your shadow has absorbed damage equal to one-fourth of your maximum hit points, it goes dormant until you finish a long rest.
Deep Magic. Kobold Press, 2020.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA