Base Class: Cleric
Some clerics walk a dark path, and the night shadows are their friends. Whether they use this affinity for good or ill is dependent on their deities, which are surprisingly varied. Shadow domain clerics make excellent scouts, messengers, spies, or even assassins.
Domain Spells
You gain domain spells at the cleric levels listed in the Shadow Domain Spells table. See the Divine Domain class feature for how domain spells work.
Shadow Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Eyes of Darkness
At 1st level, you can see through the deepest gloom. You can see in darkness, both magical and nonmagical, to a distance of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Shadow Magic
Also at 1st level, you learn the minor illusion cantrip. It is a cleric cantrip for you, but doesn't count against the number of cleric cantrips you know.
Additionally, when you are in dim light or darkness you can use your action bonus action to shroud yourself in shadow, granting yourself advantage on attacks and giving enemies disadvantage. The shroud moves with you, and lasts until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Obscuring Darkness
Starting at 2nd level, you can use your Channel Divinity to summon shadows that blind and deal psychic damage to your foes.
As an action, you present your holy symbol, and envelope each creature of your choice that you can see within 30 feet of you in shadows. Each creature must succeed on a Wisdom saving throw against your spell save DC or take 3d6 psychic damage and be blinded until the start of your next turn. On a successful save, the target takes half as much damage and is not blinded. A creature with blindsight automatically succeeds on the save.
One with Shadows
Beginning at 6th level, you are able to temporarily vanish in the shadows. When you take the hide action in an area of dim light or darkness, you become invisible until you move or take an action or a reaction.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Divine Strikes
At 8th level, you gain the ability to harness the power of darkness in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 psychic damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
Channel Divinity: Shadowy Form
Starting at 17th level, you can expend a use of your Channel Divinity as a bonus action to magically transform yourself into a shadowy form. While in this form, you become partially incorporeal, giving you resistance to all damage except force and radiant damage. You can move through other creatures and objects as if they were difficult terrain, and you take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Previous Versions
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6/4/2023 2:29:58 PM
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Coming Soon
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