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Darkness Domain

Darkness enshrouds our private affairs and shelters our secrets. The shadows may protect the hunted from the hunter or conceal danger. Emissaries of the gods who claim dominion over the darkness may provide protection for those in need or aid those who hunt in the night, if they are not themselves the hunters.

Darkness Domain Spells
Cleric Level Spells
1 shadow armor, sleep
3 darkness, dark path
5 legion, nondetection
7 night terrors, phantasmal killer
9 dark dementing, mislead

Creature of Darkness

When you choose this domain at 1st level, you gain proficiency in either Deception or Stealth skill (your choice). While in dim light or darkness, you can take the Hide action as a bonus action.

Channel Divinity: Shadowsight

Starting at 2nd level, you can use your Channel Divinity to gain darkvision (60 feet) for 1 hour. If you already have darkvision as a racial characteristic, using your Channel Divinity this way allows you to see in magical darkness to a distance of 30 feet as if it were dim light, for 1 hour.

Shadow Meld

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 sphere, bright light becomes dim light, dim light becomes darkness, and darkness becomes equivalent to magical darkness. The temperature plummets; all creatures other than you that are in the darkened sphere at the end of their turn 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 that creatures from the plane of shadow might step through into your world when the effect ends. Such creatures may or may not be hostile; determine their reaction randomly.

d% Result
0–75 nothing appears
75–80 2d4 shadows
81–84 1d4 shadow fey forest hunters
85–89 1–2 shadow beasts
90–94 shadow fey enchantress
95–98 elder shadow drake
99–100 young shadow dragon

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.

Shadow Shield

Beginning at 17th level, your shadow begins defending you. Each time you are hit by a nonmagical attack or effect that causes damage, your shadow flows across your body and absorbs half of the damage. When your shadow has absorbed damage equal to one-fourth of your maximum hit points, it vanishes completely until you finish a long rest.

Section 15: Copyright Notice

Midgard Heroes Handbook © 2018 Open Design LLC; Authors: Chris Harris, Dan Dillon, Greg Marks, Jon Sawatsky, Michael Ohl, Richard Green, Rich Howard, Scott Carter, Shawn Merwin, and Wolfgang Baur.

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