D&D 5E Cleric: Darkness Domain - comparisons and suggestions.

Khelon Testudo

Cleric of Stronmaus
I found this seemingly reasonable homebrew:


Darkness Domain

The darkness domain focuses on harnessing the negative energy common to areas like the shadowfell and other regions of encroaching darkness. There is much variety in the gods that claim influence over this domain. Some are obvious—such as Shar, goddess of darkness and loss—but gods of death—including Myrkul and Bhaal—also have their fair share of clerics of darkness, as do deities of the night or moon. Whatever their god, these clerics are known for their fearsome magical powers and martial prowess. They can serve as divine assassins or hunters, and their presence often inspires fear in the common folk they come across.

Darkness Domain Spells

Cleric Level
Spell
1stArms of Hadar, Bane
3rdDarkness, Shadow Blade
5thFear, Hunger of Hadar
7thEvard's Black Tentacles, Shadow of Moil
9thDanse Macabre, Enervation
Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and the Stealth skill.

Blessing of Shadow

Also at 1st level, your magic becomes imbued with shadow. Whenever you cast a spell of 1st level or higher, you can cause wisps of shadow magic to begin to obscure the area around that spell's effect. If the spell affected an area, then these wisps cover the same area as the spell. Otherwise, if the spell affected specific targets, then these wisps cover areas that extend 5-feet outwards from each target. The wisps last for up to 1 minute, and the area they cover is lightly obscured for the duration.

If you cast another spell of 1st level or higher that affects a creature within one of these areas of shadow magic, you can choose to animate the shadows within the existing area, rather than creating a new area. When you do so, the wisps of shadow within that area (and any areas of shadow magic directly connected to that area) become momentarily animated, and attack creatures of your choice within those areas. Each creature you choose must succeed on a Dexterity saving throw against your cleric spell save DC or take necrotic damage equal to 2 + the spell's level. After the wisps animate and attack, they dissipate into nothingness and any areas that became animated disappear.

Channel Divinity: Deathly Gloom

Starting at 2nd level, you can use your Channel Divinity to invoke the dark magic of your deity.
As a bonus action, you present your holy symbol and conjure magical darkness within 20-foot radius area centered on a point you can see within 30 feet of you. This magical darkness is considered difficult terrain for hostile creatures, and its area is also considered an area of shadow magic for the purpose of your Blessing of Shadow feature.
The magical darkness lasts until the end of your next turn, or until you animate it with your Blessing of Shadow feature.

Beholder of the Dark

Beginning at 6th level, you gain darkvision with a range of 60 feet, or increase the range of your darkvision by 60 feet if you already have it. Within the range of your darkvision, you can see through any magical darkness that you created.

Divine Strike

At 8th level, you gain the ability to infuse your weapon attacks with inky blackness. 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.

Born of Shadow

At 17th level, your body has become one with the dark. When you start your turn in dim light or darkness or enter it for the first time on a turn, your speed increases by 15 feet until the end of the turn. Additionally, while you are within dim light or darkness, you can spend your movement to teleport a distance equal to double the movement you spend. The location you teleport to must also be within dim light or darkness.

And also Mearl's work-up:

Darkness Cleric.jpg


Which one looks more balanced, and would you have other suggestions - either alterations to the above, or your own take on the idea?
 
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Charlaquin

Goblin Queen (She/Her/Hers)
The Blessing of Shadow feature is very strange, and seems like it requires a lot of mental tracking. Born of Shadow effectively lets you teleport up to 150 feet at will, which seems crazy to me. Sure, it’s limited to dim/dark areas, but you create those every time you cast a spell with Blessing of Shadow. I think at the very least Blessing of Shadow needs a rework. Born of Shadow has room to be pretty powerful since it’s a 17th level ability but I would still tone it down a bit.

Destruction domain seems fine to me. Nothing about it jumps out as significantly over or under powered at a glance. As always with homebrew, keep an eye on it and be ready to make adjustments if necessary, but I expect you’ll find that one pretty fair.
 

Levistus's_Leviathan

5e Freelancer
I just created my own homebrew version of this subclass about 2 weeks ago:

Darkness Domain​

Deities of the dark - including Shar, Bhaal, Tharizdun, Tahkisis, the Queen of Air and Darkness, Nyx, Set, and The Shadow, - are masters of shadows, the night, and other dark places, creatures, magic, and other such things. Though not all of these deities are strictly evil, they are typically gloomier and in a dark mood. Some of these gods reign over the night, move through and create shadows, or fuel and warp magic using shadow-stuff. Clerics of a god of darkness are often nocturnal, this alone setting them apart from most societies and normally have strange mannerisms and quirky habits that are easily perceived. Whether or not they are evil, these clerics are typically outcasts, socially or otherwise.

Darkness Domain Spells​

Cleric LevelSpells
1stcause fear, fog cloud
3rddarkness, shadow blade
5thblink, phantom steed
7thphantasmal killer, shadow of moil
9thdusk, wall of darkness

Bonus Cantrip​

When you choose this domain, you gain the minor illusion cantrip if you don't already know it.

Shadow Sight​

Also at level 1, you gain the ability to see in darkness as well as light. You gain darkvision out to a range of 120 feet, and can see through darkness and magical darkness in this range as if it were bright light.

Channel Divinity: Dark Step​

Starting at 2nd level, you can use your Channel Divinity to teleport from one shadow to another. While in dim light or darkness, as a bonus action, you may present your holy symbol and teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. After using this feature, until the start of your next turn, all attack rolls and ability checks made against you are made at disadvantage.

Shadowcasting​

Beginning at level 6, you can cause enemies to have a harder time avoiding your magical effects while in shadowy areas. When you use a feature that forces a creature to make a saving throw, you can use a reaction to cause all creatures of your choice that are in dim light or darkness that are in this effect to make the saving throw at disadvantage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting​

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Eclipse of Totality​

At level 17, you can use an action to create an aura of pure darkness around yourself that lasts for 1 minute or until you dismiss it as an action. You scatter light with total, magical darkness in a 60-foot-radius around you, creating dim light an additional 30 feet beyond that. This darkness cannot be dispelled and magical light does not work inside this aura. Creatures with darkvision gain no benefit from it in this radius unless they can see through magical darkness.

When you activate this feature, creatures of your choice in this area must make a Wisdom saving throw against your cleric spell save DC or become frightened of you until the start of their next turn. Creatures of your choice must also make the saving throw at the end of each of their turns. Whenever a creature that is frightened fails the saving throw against this feature, they take 6d8 psychic damage. This aura moves with you.

Once you use this feature, you cannot do so again until you finish a long rest.

Here are the spells they get:

Dusk

Wall of Darkness
I personally created this one basing it mostly on being a dark counterpart of the Light domain, and seems more similar to the first one you posted. The second one doesn't really look like a "darkness domain" but instead looks more like a Gruumsh cleric (like stated in that subclass).
 



Arvok

Explorer
The Shield of Ineffable Darkness and Shadow Spawn combination seems way too overpowered for a multi-class character. If a rogue drops 2 levels into cleric, he can use a reaction to blind an opponent who hits him, then have advantage on his next attack. Since he has advantage, he gets to use his sneak attack and then can maximize the damage instead of rolling. This could be even worse for a paladin who has multiple attacks and dumps smite into them. If that paladin is a half-orc using a greataxe and happens to crit on one of those attacks...
 

I'd really like to see an official one. I think it's the biggest hole in domains currently. The suggested domains for deities generally use Trickery for darkness themed deities, but it's a bit of a stretch.

(The second biggest hole is a Crafts focused domain that is broader than Forge.)
 


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