|
Darkness Domain Spells |
Cleric Level |
Spells |
1st |
arms of Hadar, cause fear XGE |
3rd |
darkness, shadow blade XGE |
5th |
fear, hunger of Hadar |
7th |
Evard’s black tentacles, shadow of Moil XGE |
9th |
creation, reservation |
Umbral Vision
When you choose this domain at 1st level, you gain
darkvision out to a range of 60 feet. If you already
have darkvision, the range of your darkvision instead
increases by 30 feet.
Once you reach 6th level in this class, magical
darkness no longer impedes your darkvision.
Tendril of Darkness
Also at 1st level, you gain the ability to use your shadow
as a weapon, channeling fear and despair into those you
strike with it. This shadow whip counts as a simple melee
weapon, though only you can use it. It has the finesse
and light properties, as well as 15 feet of reach. It deals
1d8 psychic damage on a hit, including your Strength or
Dexterity modifier as normal. You must have a free hand
to make attacks using your shadow whip.
When you hit a Large or smaller creature with an
attack using your shadow whip, you can attempt to drag
the target toward you. The creature must succeed on a
Strength saving throw against your spell save DC or be
pulled to the nearest unoccupied space to you.
You can attempt to pull a creature this way a number of
times equal to your Wisdom modifier (a minimum of once).
You regain all expended uses when you finish a long rest.
Channel Divinity: Grasping Shadows
Starting at 2nd level, you can summon shadow energies
that constrict a creature, using your Channel Divinity. As
an action, choose a creature you can see within 60 feet.
That creature must succeed on a Strength saving throw
or become restrained for 1 minute. The target makes
the initial saving throw with disadvantage if it’s within
an area of dim light or darkness. As an action during
each of its turns, an affected creature can repeat the
saving throw, freeing itself on a successful save.
Channel Divinity: Torrent of Gloom
Starting at 6th level, you can use your Channel Divinity
to dim the world around you.
As a bonus action, you present your holy symbol,
coating a 30-foot radius sphere centered on you with
shadow for 1 minute. The sphere stays centered on
you as you move. Within the sphere, areas of normally
bright light become dim light, areas of normally dim
light become darkness, and areas of normally darkness
become magical darkness.
You can dismiss the sphere early by using a bonus
action on your turn.
Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with the trauma of the void: the existential dread
of being alone and lost in the dark. 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 psychic
damage to the target. When you reach 14th level, the
extra damage increases to 2d8.
Champion of the Void
At 17th level, maddening darkness XGE is added to the
cleric spell list for you, and surrounding shadows twist
and quiver around you, creating a terrifying visage for
your enemies to behold. When a creature other than
one of your allies starts its turn within 5 feet of you, it
must succeed on a Wisdom saving throw against your
spell save DC or become frightened of you until the
end of its turn. A creature has disadvantage on
this saving throw if you’re within an area of
dim light or darkness.
A creature that succeeds on this saving throw
is immune to this feature for 24 hours.
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