Darkness Domain

Salves to darkness some call cleric who follow gods that grant this domain, but this is not always the case. True, they revel in the dark of night and the deeper darkness found only far beneath the earth, but remember that darkness is a natural state. The night is dark, the spaces between the stars are dark, and caverns carved by the slow melt of water through stone are dark. Yet, what lies in that darkness? What secrets are hidden by the night?

Darkness Domain Spells
Cleric Level Spells
1st silent image, sleep
3rd blindness/deafness, darkness
5th fear, nondetection
7th black tentacles, phantasmal killer
9th contact other plane, scrying

See Without Sight

At 1st level when you choose this domain you gain the ability to sense your surroundings without having to see them. You can ‘see’ out to 60 ft. in darkness as if in dim light, and 120 ft. in dim light as if bright light. This is not darkvision, and replaces that feature if you have it. Instead, this is a spiritual sense of creatures and objects within your range.

Channel Divinity: Aura of Darkness

Starting at 2nd level, you can use your Channel Divinity to summon a cloud of darkness.

As an action, you present your holy symbol and evoke your deity’s name. Magical darkness descends upon you in a 30-foot sphere. You can see in this, but others means of sight such as darkvision do not penetrate it. The aura lasts until the end of your next turn. This aura dispels any magical light within its area of effect. Additionally, any hostile creatures within the area of effect must succeed at a Constitution save or suffer cold damage equal to 2d6 + your cleric level, half damage on a successful save. A creature that has total cover form you is not affected.

Shared Sight

At 6th level, you may choose to share your ability to see in absolute darkness with up to your Wisdom modifier allies. You may do so once, and regain the ability to do so following a short rest. Those who benefit form this feature may see in darkness as you do, but only for 1 minute. You must be able to touch a creature to use this feature.

Divine Strike

At 8th level, you gain the ability to infuse your weapon’s 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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Crown of Darkness

Starting at 17th level, you can use your action to activate an area of darkness that lasts 1 minute or until you dismiss it. This 30-foot area is centered on you and moves with you. Enemies that end their turn within this area have disadvantage on saving throws against your spells. The area is impenetrable magical darkness that you can see through, but others cannot.

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The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, Frog God Games; Author Kenneth Spencer

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