Base Class: Cleric
The gods of Shadow though sometimes evil, are not always. They are the patrons for those who feel out of place; from an orphan or an aspiring artist to a thief well versed in lying, used to being double-crossed. The gods of shadow teach that sometimes it is not always best for your presence to be known, or for your true identity to be known, sometimes it is best to sneak past your rival than punch them in the face. Clerics of these deities seek to silently effect from the darkness, convince others to liberate mines overrun by orcs or sneak past the guards of a museum to retrieve an artefact; these clerics tend to sit back and watch while they can, allowing others to make their choices, but if they go astray they are not afraid to quickly dart into action to rectify the mistakes. Clerics from these domains seek not to gain praise for themselves but seek to change the world from within the veil of shadow.
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.
Forge Domain Spells
Cleric Level Spell
1st Disguise self, Longstrider
3rd Pass Without Trace, Invisibility
5th Non-detection, Phantom Steed
7th Greater Invisibility, Freedom of Movement
9th Seeming, Modify Memory
Bonus Proficiency
Chose two from: stealth, deception, persuasion, sleight of hand and insight. These two skills now have proficiency, if you already had proficiency in it you can double your proficiency bonus with these checks.
Stealthy Movement
Your speed increases by 10 and travelling at a fast pace does not impose disadvantage on your stealth checks.
Channel Divinity: Alter Perception
Starting at 2nd level, you can use your Channel Divinity to change the perception of others.
You can use this to alter any dice roll by 1d4+ 1/4 your cleric level rounded up. You choose whether to add this or subtract this.
Heart of Shadows
Starting at 6th level you can use your reaction to impose disadvantage on a spell attack roll or attack role aimed at yourself or someone within 5 ft a number of times equal to your wisdom modifier per short rest.
Divine Strike
At 8th level, you gain the ability to strike harder with your weapon due to your elusive nature. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Elusive Spirit
From 17th Level, you become truly elusive. From this point, all saving throws are made with advantage.
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