Base Class: Cleric
The Shadow Domain subclass is a chosen of The Shadow Lord primary ability score is charisma. After a ritual prayer, performed while staking / hiding from a group that seeks you. The prayer must continue from dusk to midnight, if the lord of shadow feels the supplication is worthy and earnest. The Shadow Lord comes to the supplicant and grant them the boon, to keep the boon, the new chosen must maintain the tenants of The Shadow Lord. The supplicant must be a rouge.
1. Gain wealth and power through thievery, trickery, deception or cunning.
2. Further the worship of The Shadow Lord
3. Build a church to The Shadow Lord.
4. Teach worthy rouges, to better worship The Shadow Lord.
Shadows Disciple
1st-level Shadow Domain feature
Your dedication to the Shadow Lord grants you physical augmentations of your choice, proficiency with medium armor, martial weapons and CHA modifier bonus to initiative. You learn two features of your choice and gain one additional features of your choice at 3,7,9, gain two additional features of your choice at 10,12,13,15, and gain three additional features of your choice at 16,19,20th level. Each time you learn new feature, you can also replace one feature you know with a different one.
Improved Shadow Adept - Skill or Tools
You gain proficiency with 3 skills or tools.
Improved Shadow Expert - Skill or Tool Expertise
gain expertise in 2 skill or tool.
Phantom Attacks - Extra Attacks
You gain bonus extra attacks
Shadow Adept - Skill or Tools
You gain proficiency with 3 skills or tools.
Shadow Expert - Skill or Tool Expertise
gain expertise in 2 skill or tool.
Shadow Immunity - Fire
You gain Immunity - Fire
Shadow Immunity - Magical Sleep
You gain immunity to Magical Sleep
Shadow Immunity - Necrotic
You gain immunity to necrotic damage
Shadow Immunity - Stunned
You gain immunity to Stunned
Shadow Initiative - Constitution
add your constitution modifiers to your initiative
Shadow Initiative - Dexterity
you add your dexterity to initiative
Shadow Initiative - Intelligence
You add your intelligence to initiative
Shadow Initiative - Strength
You add your Strength to your initiative
Shadow Initiative - Wisdom
You gain your wisdom modifier to initiative
Shadow Resilience - Acid
You gain resistance to acid damage
Shadow Resilience - Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
You gain resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks damage
Shadow Resilience - Cold
You gain resistance to cold damage
Shadow Resilience - Fire
You gain resistance to fire damage
Shadow Resilience - Force
You gain resistance to Force damage
Shadow Resilience - Lightning
You gain resistance to Lightning damage
Shadow Resilience - Necrotic
You gain resistance to necrotic damage
Shadow Resilience - Poison
You gain resistance to Poison damage
Shadow Resilience - Psychic
You gain resistance to Psychic damage
Shadow Resilience - Radiant
You gain resistance to Radiant damage
Shadow Resilience - Thunder
You gain resistance to Thunder damage
Shadow Speed - Bonus - Speed 10
You gain Bonus - Speed 10
Shadow Tenacity - Proficiency Saving Throw
gain proficiency in a savings throw of your choice
Ultimate Shadow Adept - Skill or Tools
You gain proficiency with 3 skills or tools.
Ultimate Shadow Expert - Skill or Tool Expertise
gain expertise in 2 skill or tool.
Shadow Sight
1st-level Shadow Domain feature
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in magical and natural darkness, in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Shadow Lord's Blessing
1st-level Shadow Domain feature
Your connection to the Shadow Lord grants you 1 feat and immunity to disease.
Shadow Spells
1st-level Shadow Domain feature
Shadow Aura
2nd-level Shadow Domain feature
Your connection to the Shadow Lord grants you a Shadow Aura and Shadow Aura Features that augment your Shadow Aura. Each time you use your Shadow Aura it consumes a Shadow Aura Slot
Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it 2d6+ Class Level hit points.
- You end one effect on it causing it to be charmed or frightened.
Shadow Aura Features. Many features enhance an attack or defense in some way and some consume a Shadow Aura Slot, You learn two features of your choice and gain two additional features of your choice at 5th, 8th, 11th, 14th, and 18th level. Each time you learn new feature, you can also replace one feature you know with a different one.
Shadow Aura Slots. You gain 2x charisma modifier + proficiency slots, which are expended when you use it. You regain all of your expended slots when you finish a short rest.
Cloak of Shadows
You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Eternal Shadow Worrier
While you’re within a shadow aura, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your shadow aura ends, and you die then only if you still have 0 hit points.
Favored by the Gods
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Improved Shadow Protection
You channel shadow to protect you from all forms of damage. While in a shadow aura you and all allies within the Shadow Aura has resistance to all damage types.
Living Shadow
As an bonus action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Shadow Aid
While within shadow aura all healing natural or magical provided to you does max healing. Instead of rolling dice you received the maximum of all dice from any natural or magical healing is provided to you by others or yourself.
Shadow Ambusher
You master the art of the ambush. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
Shadow Archer
Your granted the archer, fighting style as your specialty.
Shadow Assassin
You are at your deadliest when you get the drop on your enemies. When you begin combat against any creature that hasn’t taken a turn in that combat, as a reaction you may Shadow Step as part of your move action granting you advantage on attack rolls and any hits you score during that turn against that creature is a critical hit. When you use your Shadow Step feature you surprise any creature that can be surprised.
Shadow Climb
You gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Shadow Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Shadow Fade
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shadow Fighter
Two weapon fighter, You granted the two weapon fighter, fighting style as your specialty.
Shadow Fury
You channel shadow into your weapon strikes. While you’re within a shadow aura, when you hit once on each of your turns with a weapon attack causes <strong>1d8 +</strong>{{(classlevel/2)@rounddown}} necrotic damage.
Shadow Healer
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Shadow Healing
When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Shadow Priest
You add your Charisma modifier to your cantrip damage.
Shadow Protection
You channel shadow to protect you from all forms of damage. While in a shadow aura you and all allies within 10' of you have resistance to all forms of damage types.
Shadow Recovery
you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Shadow Shroud
The shadow stuff that you summon offers a protective embrace. You and your allies have half cover while in the sphere created by your Shadow Aura, giving disadvantage to range attacks against them.
Shadow Sight
If you are able to hear, you are aware of the location of any hidden or invisible creature within your Shadow Aura.
Shadow Sneak
You have advantage on a Stealth check if you move no more than half your speed on the same turn.
Shadow Step
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus 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 have advantage on the first melee attack you make before the end of the turn.
Shadow Thief
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.
Shadow Trickster
You gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Shadow’s Flurry
You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Shadowy Mind
Your connection to the shadow realm has granted you greater mental strength. You gain advantage in Wisdom saving throws and add your WIS modifier to your initiative.
Spell Ambush
If you are hidden from a creature when you cast a spell on it, and causse that creature to have disadvantage on any saving throw it makes against the spell this turn.
Swift Action
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Swift Feet
Your connection with shadow stuff increases, your speed by 10 feet.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Swift Hands
You can use the bonus action granted by your Swift Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the [Tooltip Not Found] action.
Undying Shadow Worrier
Your connection with the shadow domain is strong, when you are reduced to 0 HP , you chose to gain 1 HP instead, you can use this future equal to your charisma moodier. Additionally, you no longer age or suffer the drawbacks of old age, and you can’t be aged magically.
Vigilant Shadows
You can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Wings of Shadow
You can draw on the shadow power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.
Vigilant Shadow
6th-level Shadow Domain feature
Your connection to the shadow realm grants you the knowledge of how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an 3d6 extra force damage to one creature you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. This damage increases at 7,9,11,13,15,17,and 19th level.
Time you have spent connected to the shadow realm has made you faster you gain the extra attack feature.
Shadow Warrior
8th-level Shadow Domain feature
You gain the ability to infuse your attacks with divine energy. Once on each of your turns when you hit a creature with a attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 12th 2d8, 16th 3d8, and 20th level 4d8.
Shadow Champion
17th-level Shadow Domain feature
While within a shadow aura, you assume the form of an ancient force of shadow, taking on an appearance of spikey shadow with silver gray vanes throughout you're form.
You undergo a transformation, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a shadow spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your Shadow Spells, Channel Divinity and Shadow Aura options.
Previous Versions
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