Base Class: Cleric
You are connected to darkness and shadows to fight against those who appose you.
With these specific powers can be use for weal or woe and it is up to the wielder and the god worshiped.
Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
Night Eyes
1st-level Shadow Domain feature
You can see through the deepest gloom. You have darkvision out to a range 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.
Channel Divinity: Shadow Strike
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target that cant be reduced. The damage equals 5 + twice his or her cleric level.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. 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.
Dark Cover
Starting at 17th level, As an action all creatures of your choice within 30 feet of you gain half cover and it lasts for 1 minute or until you are incapacitated or die.
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