
The Darkness Domain concerns the realm of the moon and night. Darkness is a place for secrets, monsters, and nightmares. Clerics that call upon this dangerous power must be careful, lest it control and consume them.
There are many deities of the evil darkness. The most prominent are Selene the Titan of the moon who fought to subjugate mortals during the Titanomachy and Nyx the ancient and terrible grandmother of monsters. Artemis is the primary, less malevolent deity of darkness. She took the mantle of moon goddess from Selene at the end of their hundred years of war. Artemis observes the quiet night. She watches over her faithful, but won’t lift a finger to aid those who wander where they shouldn’t in the darkness.
Comforting Darkness
Level 3: Your control of darkness allows you to protect your allies. When a creature you can see or hear within 30 feet makes a saving throw, you can take a Reaction to grant it Advantage on that saving throw. Darkness briefly envelops the creature, shielding it from the triggering effect.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Darkness Domain Spells
Level 3: Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Darkness Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3 | Arms of Hadar, Bane, Blindness/Deafness, Darkness |
| 5 | Bestow Curse, Fear |
| 7 | Phantasmal Killer, Polymorph |
| 9 | Darkbeam (New Spell!), Hold Monster |
Dusk Sight
Level 3: You have Darkvision with a range of 60 feet. If you already had Darkvision the range increases by 60 feet. Additionally, your Darkvision is unimpeded by magical Darkness.
Creatures that are touching you also have the benefits granted by this feature as long as they maintain contact.
Shadows of Twilight
Level 3: As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flood of darkness in a 30-foot Emanation originating from yourself. Any magical Light in that area is dispelled and non-magical lights smaller than a campfire are snuffed out. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Cold damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.
Improved Comforting Darkness
Level 6: You regain all expended uses of your Comforting Darkness feature when you finish a Short or Long Rest.
In addition, whenever you use Comforting Darkness, you can give the target a number of Temporary Hit Points equal to 1d10 plus your Wisdom modifier. The target also gains the benefits of your Dusk Sight feature until they have no Temporary Hit Points.
Penumbra of Darkness
Level 17: As a Magic action, you cause yourself to emit an aura of Darkness that lasts for 1 minute or until you dismiss it (not action required). Magical Darkness extends in a 60-foot-radius around you. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Each creature of your choice within the Emanation gains the benefits of your Dusk Sight feature for the duration. Enemies in the Emanation have Disadvantage against any spell or effect that deals Cold or Necrotic damage.
After you use this feature, you can’t do so again until you finish a Long Rest.
New Spell
Darkbeam – Level 5 Evocation (Cleric, Sorcerer, Warlock, Wizard)
Darkbeam
Level 5 Evocation (Cleric, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S, (a strip of black cloth)
Duration: Concentration, up to 1 minute
You launch a beam of pure darkness in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 4d8 Necrotic damage and it’s Hit Point maximum decreases by an amount equal to the damage taken. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of darkness.
For the duration, a cloak of shadows covers you. Magical Darkness spreads from you filling a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. You can see through this Darkness.
If any of the spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 5 or lower, that other spell is dispelled.






