Darkness Domain

## Listerra Homebrew

Where there is light, there will always be darkness... This also applies to deities. The gods of Darkness, such as The Raven Queen, Shargaas, Tharizdun, and Zehir, are those who thrive in the darker areas of the outer planes. Their followers range from assassins who wish to have the shadows on their side, to people who simply wish for protection where there is no light to be seen. Clerics of Darkness are invaluable to their allies when they venture into the darker corners of the world, but they are still very useful for fights in the brighter sides of the world.

## Features

### Domain Spells

You gain domain spells at the cleric levels listed in the Darkness Domain Spells table.

Darkness Domain Spells

### Bonus Proficiencies

At 1st level, you gain proficiency in Stealth (Dexterity), and all weapons with the Finesse property. If you already have proficiency in Stealth, you may choose another dexterity based skill to gain proficiency in.

### Blessings of the Shadows

When you choose this domain at first level, you gain darkvision with a range of 60 feet. If you already have darkvision, it extends to 120 feet.

In addition, you learn the Mage Hand cantrip, which doesn't count against the number of cleric cantrips you know. This version of Mage Hand takes the form of a shadowy hand, connected to yours by a shadowy tendril. Due to this, it is invisible in darkness, and cannot be seen by darkvision.

### Channel Divinity: Lashing Shadows

Starting at 2nd level, you can use your Channel Divinity to strike at your enemies with the shadows around them.
As an action, you present your holy symbol. Shadowy tendrils lash out at up to 3 targets from dim light or darkness within 60 feet of you to a range of 30 feet. The target creatures must make a Dexterity saving throw against your spell save DC, taking 2d8 + your cleric level psychic damage on a failed save, and are grappled and pulled to where the tendril lashed out from. They are restrained until the end of your next turn, unless they use their action to attempt to escape on their turn. On a success, they take no damage and are not grappled.
The amount of tendrils you can create increases to 5 and you gain the ability to target a creature with multiple tendrils at 8th level.
You can only pull a Huge or larger creature if you target it with three tendrils, pulling it only 15 feet to the point where they originated from. Creatures with a size bigger than Huge can not be pulled.
Hitting a creature multiple times increases the damage by 2d8 for each tendril. The cleric level damage is not repeated.

### Channel Divinity: Eyes of Darkness

Starting at 6th level, you can use your Channel Divinity to share your darkvision with your allies.
As an action, you present your holy symbol. You channel your gifts through ten creatures of your choice within 30 feet of you. Those who don't already have darkvision gain it with a range of 30 feet, and you all gain the ability to see through magical darkness. This lasts an hour.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, the shadows echo your attack, dealing an extra 1d8 psychic damage to the target. When you reach 14th, the extra damage increases to 2d8.

### Darkness Incarnate

At 17th level, you can become shrouded in shadows. As an action, you become covered in darkness, turning the area 5 feet around you to dim light, even when in direct sunlight, which causes the following effects:

* You are invisible when in darkness or when standing still in dim light, even to creatures who rely on darkvision.
* While this is active, you can use your Lashing Shadows anywhere within 5 feet of you, and Divine Strike applies to it.

Additionally, you gain the ability to see through magical darkness, and when you cast the Darkness spell, all creatures that can't see through magical darkness that are within its area take psychic damage equal to your Wisdom modifier at the start of their turn, increased by the same amount for each level cast above 2nd.