Cleric
Base Class: Cleric

You serve gods of shadows and dark magic. Shadows guide you and aid you in battle. Rarely do clerics choose this path as they believe it holds bad luck and dark evil. Many thoughts in your head come from fiends and devils which you follow without regret. Deities of this dark domain include Tharizdun, Takhisis, Nuitari, Tiamat, The Shadow as well as many others.

Shadow Spells

Cleric Level

Spells

1st

Fog Cloud, Arms of Hadar

3rd

Shadow Blade, Darkness

5th

Summon Shadowspawn, Hunger of Hadar

7th

Shadow of Moil, Blight

9th

Enervation, Cloudkill


 

Bonus Proficiencies

Starting when you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Effect of Shadows

Starting at 1st level, you can either roll or choose one of these Effects of the Shadow.

Result of d10

Effect

1

Your blood is either black or purple.

2

You are always icy cold to touch.

3

Your heart beats once per minute.

4

Your skin pulses with purple or black energy.

5

You sometimes become transparent for a moment then become the same again.

6

When you sleep you don’t appear to breathe (though you must still breathe to survive).

7

Your shadow appears to have horns when you don't.

8

You barely bleed, even when badly injured.

9

Your eyes change colour. From black to purple then to its original colour.

10

You blinked. Once. Last week.

Channel Divinity: Shadow Swap

At 2nd level, you can use your Channel Divinity to course a distraction involving your shadow.

During combat, you can use a bonus action to magically turn invisible which means everything you are wearing as well as you turn invisible but your shadow doesn't. Instead, it takes on a life of its own while still staying 2D. Your shadow can't take damage and can't take actions or reactions. It can however us its movement speed to get as far away from you as possible as well as make sure everyone can see it. Its movement speed equals your walking speed x2. After 1 minute your shadow returns to you making you visible. This ends early if you attack or cast a spell.

Channel Divinity: Shadow Form

Starting at 6th level, you can use your Channel Divinity to fuse your shadow with you.

As a bonus action, you can call your shadow to join you in combat resulting in one of the following effects.

Arms. You gain an extra pair of shadowy arms. These arms do what you want and can attack by draining the life force of one creature. Make an attack roll against the creature. If it hits you do 3d8 necrotic damage and the target is frightened. You then gain hit points equal to half of the roll. If you have the attack twice action without using this ability, you can only attack twice; 1 with your normal arms and 1 with your shadowy arms.

Feet. You gain an extra pair of feet. The feet double your walking speed and allow you to take the dash action as a bonus action.

No matter what affect you choose, it lasts for 1 minute.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 necrotic damage to the target.

Improved Divine Strike

At 14th level the damage increases to an extra 2d8 damage.

Adapted For Shadows

Beginning at 17th level, you gain Darkvision to a range of 120ft. 
Also, while in dim light or darkness, you can use a bonus action to teleport a point within 120ft of you that you can see and that is also in dim light or darkness. You can use this ability as many times equal to your proficiency bonus. You regain all expended uses after completing a long rest.
In addition, you gain resistance to necrotic damage and gain advantage for saving throws against necrotic damage.

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