Cleric Subclass: Dark Domain Void, the Killer of Light The Dark Domain is the sphere of divinities that pursue the bringing of darkness where there would otherwise be light, and of those that seek to prevent light from spreading into domains of darkness. Clerics who wield this power are antagonistic, adversarial souls infused by the dark power of their deities' sinister visions, charged with snuffing out all light in their paths and devouring its ashes. The Dark Domain is associated with gods of dread, corruption, antipathy, suppression and emptiness. Gods of the Dark Domain include Shar, Cyric, Bane, Mask, Lolth, Apep, Tharizdun and The Shadow. Dark Domain Spells 3rd Arms of Hadar, Cause Fear, Dissonant Whispers, Darkvision 5th Fear, Hunger of Hadar 7th Greater Invisibility, Evard's Black Tentacles 9th Synaptic Static, Enervation Level 3: Enemy of the Light Any time a Dark Cleric casts a spell that would deal Radiant damage, the damage is converted to Necrotic damage. Additionally, any time a Dark Cleric casts a spell that would impose any light on an area, such as Daylight, the light is instead darkness. Level 3: Glimpse of the Void As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of darkness in a 30-foot Emanation originating from yourself. The area is covered in darkness, similar to that created by the Darkness spell, and dispelling any and all nonmagical or magical light already in that area. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Necrotic damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one. Level 3: Sinister Inspiration When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose advantage on the attack roll, infusing the attacker with your deity's dark power before it hits or misses. 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. Level 6: Improved Sinister Inspiration You regain all expended uses of your Sinister Inspiration when you finish a Short or Long Rest. In addition, whenever you use Sinister Inspiration, you can give the targeted attacker a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier. Level 17: Crown of Oblivion As a Magic action, you cause yourself to emit an aura of darkness that lasts for 1 minute or until you dismiss it (no action required). You emit Darkness in a 60-foot radius. Your enemies in the Darkness have Disadvantage on saving throws against your Glimpse of the Void and any spell that deals Necrotic damage - including ones that would deal Radiant damage if you weren't of the Dark. 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.