Silvanshei
2015-08-01, 03:01 PM
I am working on converting my current campaign ideas to 5e and I could use some help fleshing out my cleric domain. I have not actually played 5e yet, but am planning on my game being the first for my group. The only other religion is the Church of Light, which had an Inquisition about 50 years ago, but many still follow. The Church of Dark arose during the Inquisition as a sort of rebellion and is mostly focused on defense and remaining unseen by the opposing priests. The domain spells are not set in stone if you have better/more interesting suggestions.
Dark Domain Spells
Cleric Level
Spells
1st
detect magic, fog cloud
3rd
darkness, pass without trace
5th
nondetection, protection from energy
7th
evard's black tentacles, greater invisibility
9th
antilife shell, mislead
Bonus Cantrip
When you choose this domain at 1st level, you gain the blade ward cantrip if you don't already know it.
Blindfold
Also at 1st level, you can interpose darkness between an attacking enemy and an ally. When an ally is attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on hte attack roll, casusing darkness to cover the attacker's eyes before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature 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: Radiance of the Dusk
Starting at 2nd level, you can use your Channel Divinity to grant yourself magical sight.
As an action, you present your holy symbol, and create magical shadows that cover your eyes. This shadow grants you the ability to see in darkness as if you had darkvision to a range of 60 feet for 1 hour. This allows you to see through magical darkness as well. You can split this ability up between yourself and another creature, but the time is reduced to 30 minutes.
Move Unseen
At 6th level, you gain the ability to teleport short distances through darkened areas. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Deeper Darkness
Starting at 17th level, whenever you create an area of magical darkness, any hostile creatures in the area must make a Constitution saving throw against your spellcasting DC. On a failure, it is blinded for 1 minute
EDIT: updates spell list with input from Ninja_Prawn and ZenBear. Also changed up the Channel Divinity ability. Changed Move Unseen to be usable from any dim light or darkness area.
EDIT: Changed move unseen to 6th level and added Potent Spellcasting to keep this in line with the other domains. Added in the capstone.
Dark Domain Spells
Cleric Level
Spells
1st
detect magic, fog cloud
3rd
darkness, pass without trace
5th
nondetection, protection from energy
7th
evard's black tentacles, greater invisibility
9th
antilife shell, mislead
Bonus Cantrip
When you choose this domain at 1st level, you gain the blade ward cantrip if you don't already know it.
Blindfold
Also at 1st level, you can interpose darkness between an attacking enemy and an ally. When an ally is attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on hte attack roll, casusing darkness to cover the attacker's eyes before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature 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: Radiance of the Dusk
Starting at 2nd level, you can use your Channel Divinity to grant yourself magical sight.
As an action, you present your holy symbol, and create magical shadows that cover your eyes. This shadow grants you the ability to see in darkness as if you had darkvision to a range of 60 feet for 1 hour. This allows you to see through magical darkness as well. You can split this ability up between yourself and another creature, but the time is reduced to 30 minutes.
Move Unseen
At 6th level, you gain the ability to teleport short distances through darkened areas. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Deeper Darkness
Starting at 17th level, whenever you create an area of magical darkness, any hostile creatures in the area must make a Constitution saving throw against your spellcasting DC. On a failure, it is blinded for 1 minute
EDIT: updates spell list with input from Ninja_Prawn and ZenBear. Also changed up the Channel Divinity ability. Changed Move Unseen to be usable from any dim light or darkness area.
EDIT: Changed move unseen to 6th level and added Potent Spellcasting to keep this in line with the other domains. Added in the capstone.