5e SRD >Classes >Cleric >Domains (3pp) >

Emptiness (3pp)

The Emptiness domain represents darkness and distance, unknowable motes beyond reach, and subtle cosmic forces of unfathomable scale. It is chosen by clerics who worship Azathoth and Yog-Sothoth, and by those who follow several Great Old Ones (including Cthugha, Great Cthulhu, Gobogeg, and Hastur).

Emptiness Domain Spells
Cleric Level Spells
1st color spray, feather fall
3rd darkness, misty step
5th fly, hypnotic pattern
7th banishment, dimension door
9th contact other plane, teleportation circle

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in two skills of your choice: Arcana, Perception, Stealth, or Yog-Sothothery.

Vanish into Darkness

Starting at 1st level, when you are hit by an attack, you can use your reaction to take the Hide action if you are in dim light or darkness or if you have anything to hide behind. If you successfully hide from the target’s passive Perception check, the attack misses. Once you use this feature, you can’t use it again until you finish a short or long rest.

Channel Divinity: Twist Space

Starting at 2nd level, you can use your Channel Divinity to distort physical laws nearby.

As an action, you present your holy symbol and invoke your deity’s influence from beyond to visibly twist space in a 10-foot cube either adjacent to you or centered on a point you can see within 30 feet. The cube lasts for 10 minutes or until you dismiss it as an action. The faces of the cube provide half cover and produce visual distortions large enough for Medium creatures to hide behind. Moving through one of its faces costs 5 additional feet of movement.

Extradimensional Conduit

Starting at 6th level, you can choose to produce a second cube when you use your Twist Space feature. The second cube appears either adjacent to you or centered on a point you can see within 90 feet. Whenever a creature you can see moves through a face of either cube, you can use your reaction to teleport it to an unoccupied space you can see within 5 feet of the other cube. The creature can resist being moved by succeeding on a Dexterity saving throw against your spell save DC. You can dismiss the cubes as a bonus action. When you dismiss one cube, the other vanishes as well.

Space-Folding Strike

Starting at 8th level, once on each of your turns, you can make a melee weapon attack or spell attack of up to 5th level as if your reach were 5 feet longer than normal, or you can make a ranged weapon attack or cast a spell of up to 5th level with a range greater than touch as if its range were doubled. When you hit a creature with that weapon or spell attack, you can cause the attack to deal an extra 1d6 force damage to the target. When you reach 14th level, the extra damage increases to 2d6.

When you reach 17th level, you can use this feature to double the range of any spell of up to 5th level, although you don’t deal additional damage if you didn’t make an attack roll.

Rip Space

Starting at 17th level, when you dismiss the cubes from Twist Space as an action, one cube of your choice collapses a moment before vanishing. Each creature in that cube teleports to a point of your choice that you can see within 5 feet of the other cube. It can avoid being teleported by succeeding on a Dexterity saving throw against your spell save DC.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.