Cleric
Base Class: Cleric

Shadow Keepers are guardians of the material realm and the Shadow realm. They serve the god of shadows that watches the pathways in between the worlds and blesses his chosen keepers with power over darkness.

Some say the Shadow Keepers do not age and are timeless beings but this is not true, it is simply time travels much slower in the Shadow realm. Thus a Shadow Keeper may be seen in various moments traveling the material world over the time of a hundred years but has only aged a decade from his time spent in the shadow realm.

If the Shadow Keeper's order falls then the beings of the Shadow Realm will be let loose and will bring chaos in their wake. "There must always be a Shadow Keeper"

Cleric Level Spells
1st Detect Evil and Good, Comprehend Languages
3rd  Darkness, Blur
5th  Counterspell, Fear
7th  Banishment, Phantasmal Killer
9th  Hallow, Hold Monster

 

Blessing of the Shadows

Starting when you choose this domain at 1st level, you gain darkvision of 30ft. This vision can pierce through magical darkness. If you already have darkvision this adds an additional 30ft, but you may still only see 30ft through magical darkness

Channel Divinity: Veil of Shadows

Starting at 2nd level, you can use your Channel Divinity to create a veil of shadows around you cloaking you and your allies.

As an action, you present your holy symbol and a veil of darkness surrounds you in a 30ft radius, this darkness is considered magical, travels with you when you move, and lasts for 1 minute. When you make this shroud you can choose up to your wisdom modifier (minimum 1) of willing creatures. While they remain 30ft from you, they may also see through the darkness and gain a plus 1 to their AC and Dex saves.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another.

When you are in dim light or darkness, as an action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then may cast any cantrip as a bonus action

Death Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity- Become Darkness

At 17th level, You are the master of the shadows in mind and body 

At the start of your turn you spend your action to use your channel divinity to become a shadow and incorporeal. While in this state you are resistant to all damage and may move through solid objects. You may not cast or take an attack action while in this state. This effect ends at the start of your next turn. If you do not take any damage while in this state when the effect ends you gain your class level in hit points.

 

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