```metadata title: Darkness Domain description: A Domain for Clerics of gods of darkness and shadow. tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` ### Darkness Domain Some of the most sinister gods in the multiverse offer the Darkness Domain to their clerics. Darkness is the enemy of light, yet the two opposites are defined by each other. Just as not all gods of light are good, a handful of the gods of darkness are not evil, but even then moral neutrality is more common than outright good. ##### Forces of Darkness | Deity/Faction |Pantheon/World| |:-------------:|:-------:| | Dendar | Yuan-Ti | |House Dimir | Ravnica | | Erebos | Theros | | Lolth | Drow | | Mask |Forgotten Realms| | Mictlantecuhtli|Greyhawk (Olman)| | Nerull | Greyhawk (Flan)| |Orzhov Syndicate|Ravnica| | Phenax | Theros| | Set | Egyptian, Forgotten Realms (Mulhorandi)| | Shargaas | Orc | Shar | Forgotten Realms| |Sseth | Yuan-Ti| |Takhisis |Dragonlance| |Tharizdun |Greyhawk, Nentir Vale, Exandria| |Thautam | Dwarf | |Torog |Nentir Vale, Exandria| |Urdlen |Gnome |Zehir |Nentir Vale| : ##### Darkness Domain Spells | Cleric Level|Spells| |:--------:|:----------:| | 1st | *arms of Hadar, hex*| | 3rd |*darkness, shadow blade*| | 5th |*bestow curse, summon shadowspawn*| | 7th |*blight, shadow of Moil*| | 9th |*enervation, negative energy flood*| #### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency in heavy armor and martial weapons. #### Shadowy Gaze Also at 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, it increases by 30 feet. Regardless, you can see through magical and nonmagical darkness within 60 feet of you. \column #### Channel Divinity: Turn the Holy As an action, you expend your Channel Divinity and present your unholy symbol and speak a malediction censuring all that is holy. Each celestial and fey (other than potentially yourself) that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. #### Corruptive Entity At 6th level, you gain resistance to necrotic damage. If you already have resistance to necrotic damage, you instead gain resistance to psychic damage. Additionally, necrotic damage you deal ignores damage resistances. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with shadowy 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. #### Umbral Abomination Starting at 17th level, the spells *circle of death*, *finger of death, maddening darkness*, and *power word kill* become Domain Spells for you. You have these spells prepared, but they don’t count against your number of cleric spells prepared. ### PHB Spell Alternatives If you do not have access to a source which has a spell granted by this Domain, use the spell indicated by the following table: | Original Spell | Replacement Spell| | :-------------:|:----------------:| |*shadow blade* |*pass without trace*| |*summon shadowspawn*|*nondetection*| |*shadow of Moil*|*phantasmal killer*| |*enervation* |*antilife shell* | |*negative energy flood*|*destructive wave* (necrotic) |*maddening darkness*| *feeblemind*| :::::::::::::: {{wide
Darkness Domain is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
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