Cleric
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. This domain lends itself to those deities who would have dark deeds remain hidden from prying eyes, such as Mask, god of thieves, or Llolth, drow goddess of spiders. However those willing to use the cover of darkness to strike a blow for good find that Shadow domain clerics make excellent scouts, messengers, spies, or even assassins. They can be found among the ranks of Tyr, god of justice, or even Oghma, god of knowledge.

Shadow Domain Spells

Cleric Level:                Spells:

1st                                Disguise self, Dissonant Whispers

3rd                                Darkvision, Shadow Blade

5th                                Nondetection, Summon Shadowspawn (fear only)

7th                                Dimension Door, Freedom of Movement

9th                                Mislead, Seeming

Disciple of Obfuscation

At first level you become proficient, and gain expertise, in two of the following skills or tools: Stealth, Deception, Thieves' Tools, or Sleight of Hand. Also, much of the damage you deal is unseen to the naked eye. When you deal necrotic damage you may choose to deal psychic damage instead.

Channel Divinity: Disappear at Will

By second level you may use your channel divinity to hide. As a bonus action, and as a bonus action each turn for the next 10 minutes, you may use the hide action. At sixth level you may do so even if you are lightly obscured or in dim light. At tenth level, your deity grants you the power to do so even if you have no cover, as you virtually disappear in plain sight.

Channel Divinity: Improved Domain Spells

At sixth level, you know the following spells: Misty step, Pass without trace, and Invisibility.These are considered shadow domain spells for you, and don't count against your prepared spells total. You may also choose to cast any of your shadow domain spells of second level or lower at their lowest level by utilising a channel divinity. If you use this option, you do so without using a spell slot, and without components.

Divine Strike

At 8th level, you infuse your weapon strikes with necrotic energy. Once per turn, when you hit a creature with a weapon attack, you may add 1d8 necrotic damage to the roll. At 14th level, this increases to 2d8.

Divine Secrecy

By 17th level you may cast your cleric spells without using any verbal or somatic components. You are also permanently under the effects of the Nondetection spell, as are up to seven of your compatriots, chosen by you. You may alter which of your companions are effected after a long rest.

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