Base Class: Cleric
The clerics of the Darkness Within are secretive individuals who detach themselves from society and keep to the shadows. They accommodate themselves to darkness and operate unseen, focusing on hiding what they deem significant from the eyes of those who seek them. The imprint of the Dark Star’s reign still resonates with the populace of Aglarion, manifesting in the subconscious memory of the society as a whole. Those who follow the Darkness Within keep their faith to themselves even if they are not devoted to the ideology of the dark solar avatar of their dualistic god. They pray at midnight and venerate the new moon as the absolute peak of their god’s power.
Dark Sight
Starting at 1st level, you gain darkvision 60 ft. and magical darkness doesn’t impede your sight. If you already have darkvision, its range increases by 60 ft.
Cloak of Darkness
Starting at 1st level, as a bonus action, you can weave shadows around you into a magical cloak that hides your form and protects you from attacks. For 1 minute, creatures have disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. Once you use this feature, you can’t use it again until you finish a short or long rest.
Channel Divinity: Darkness Descends
Starting at 2nd level, as an action, you can use your Channel Divinity to harness darkness, summoning darkness and banishing light. As an action, you present your holy symbol and summon a 30 foot radius globe of darkness that functions as the darkness spell that lasts for 1 minute. The globe appears in a space that you can see within 30 feet of you. Any magical light effect within the globe is dispelled. Additionally, each hostile creature within the globe must make a Constitution saving throw against your spell save DC when the globe of darkness appears. A creature takes necrotic damage equal to 2d6 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is unaffected.
Channel Divinity: Conjure Shadows.
Starting at 6th level, you can spend two uses of your Channel Divinity as an action to summon living shadows from darkness. This ability functions as a conjure animals spell, however it summons a single shadow, which speaks Common and does your bidding for one hour.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Shadowform
Starting at 17th level, you can transform yourself into the form of a shadow. You and your possessions become incorporeal for one hour.
You gain the following benefits:
• You can fly at your normal speed.
• You can move through a space as narrow as 1 inch wide without squeezing.
• You can take the Hide action as a bonus action while in dim light or darkness.
• You have advantage on Dexterity (Stealth) skill checks.
• You gain damage resistance to acid, cold, fire, lightning, thunder and bludgeoning, piercing, and slashing from nonmagical attacks.
• You gain damage immunity to poison.
• You are immune to the exhaustion, grappled, paralyzed, petrified, poisoned, prone, and restrained
condition.
Once you use this feature you can’t use it until you finish a long rest.
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