At 1st level, a cleric chooses a Divine Domain. This source adds the Order Domain to the options available to the cleric making that choice.
The Nothing is another term for what orcs and dwarves call Tiefe, thethe un-god of the deep emptiness underground. Tiefe is understood to be the opposite of life—not even a god of death but just the abyss itself, darkness and silence. Tiefe's priests don't worship the Nothing, they come to terms with it; it's a form of meditative practice, almost, balancing at the edge of emptiness. As a discipline, the priests of emptiness stand between Tiefe and others; they don't proselytise for Tiefe, they're practically protecting others _from_ Tiefe.
Priests of the Nothing are very rare, and generally seen as mad and/or outcasts. In fact this domain is generally attractive to people with tremendous trauma.
Starting at 1st level, when you are hit by an attack, you can use your reaction to take the Hide action if you are in dim light or darkness or if you have anything to hide behind. If you successfully hide from the target’s passive Perception check, the attack misses. Once you use this feature, you can’t use it again until you finish a short or long rest.
You can use your Channel Divinity to tear a scar in the planes that leads directly into the void. As an action, you present your holy symbol and force creatures of your choice within 30 feet of you to make a Wisdom saving throw. On a failure, these creatures become frightened of you for one minute. A creature frightened in this manner has a speed of 0 and must choose to take either an action or bonus action on its turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
On a success, the creatures take 2d6 + your Wisdom modifier psychic damage and are otherwise unaffected.
Your connection to the powers of the void has grown deep enough that your burgeoning madness makes you difficult to influence. You have advantage on saving throws against being charmed or frightened.
If you cast a spell that would charm or frighten a creature, you can draw upon the maddening whispers of the void to strengthen the effect and impose disadvantage on the saving throw. You can do this a number of times equal to your Wisdom modifier, after which you must finish a long rest to use this feature again.
You gain the ability to summon forth the power to snuff out light and warmth, replacing it with a bone-chilling emptiness. 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 cold damage to the target. When you reach 14th level, this damage increases to 2d8.
Starting at 17th level, once on each of your turns, you can make a melee weapon attack or spell attack of up to 5th level as if your reach were 10 feet longer than normal, or you can make a ranged weapon attack or cast a spell of up to 5th level with a range greater than touch as if its range were doubled. When you hit a creature with that weapon or spell attack, you can cause the attack to deal an extra 2d6 force damage to the target.
Cleric Level | Spells |
---|---|
1st | cause fear, feather fall |
3rd | shadow blade, misty step |
5th | hunger of hadar, hypnotic pattern |
7th | summon aberrant spirit, banishment |
9th | contact other plane, teleportation circle |