Darkness Domain
Many things can’t stand the daylight. Those who have things to hide prefer to work in the dark and that goes for certain divine beings as well.
Level 1: Domain Spells
You gain domain spells at the cleric levels listed in the Darkness Domain Spells table. See the Divine Domain class feature for how domain spells work.
Cleric Level | Spells |
1st | Arms of Hadar, Fog Cloud |
3rd | Darkness, Shadow Blade |
5th | Nondetection, Vampiric Touch |
7th | Mordenkainen's Private Sanctum, Shadow of Moil |
9th | Creation, Enervation |
Level 1: Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
Level 1: Child of Night
When you choose this domain at 1st level, you gain the Chill Touch cantrip.
You can see through the deepest gloom. You have darkvision out to a range of 60 feet.
As an Action you can touch one willing creature, reducing your darkvision to 30 feet and granting that creature 30 feet of darkvision. This effect last for 1 hour or until you use this ability again.
Level 2: 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. Magical darkness descends upon you in a 20-foot-radius Sphere. You can see in this, but other 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 creatures within the area of effect must succeed at a Constitution save or taking 2d6 + your cleric level Cold damage on a failed save or half as much damage on a successful one. A creature that has total cover from you is not affected.
Level 6: Fade to Black
At 6th level, you can conceal yourself in shadow. As a Bonus Action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early immediately after you make an attack roll, deal damage, or cast a spell. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
Level 8: Shadow Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with Cold energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 Cold damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.