Cleric
Base Class: Cleric

Some clerics speak to the dead.
Clerics of the Domain of Passage listen to what lingers after the dead.

When life fades, it leaves an imprint—a hollow silhouette where purpose, instinct, and fear once lived. Most drift away unseen. A rare few, however, become caught in the quiet gravity of a passage cleric’s presence. Whisper-thin echoes gather around these priests like faint afterimages, following them as loyal shades bound by reverence, memory, or something far older.

To walk this path is to bear the weight of a thousand silhouettes. These clerics step where light fails, neither commanding the dead nor defying the natural order, but claiming what the world forgets. The shadows they call forth are insubstantial, flickering things—fragments of beasts, monsters, and warriors whose substance has long since vanished. Yet even the smallest echo can turn fate when guided by a practiced hand.

As their power deepens, passage clerics learn to blur the line between themselves and what follows them. Their magic slips through the veil of their companions, their footsteps echo in multiple places at once, and the battlefield becomes a shifting tapestry of silhouettes—some living, some not quite.

Those who witness a passage cleric at their height swear that their form distorts, stretching and recoiling like something reflected in a cracked mirror.
They say the cleric walks with more than one shape.

And they say the darkness remembers.

Shadowbond

When a creature dies within 30 ft of you, you may use your reaction to attempt to extract its shadow. Roll a d100, a 40 or below is a success for creatures withCR ≤ ½ your cleric level (rounded down). Anything stronger is DM's discretion.

Limits:

  • You may attempt extraction once per creature.

  • You may store up to Cleric level + proficiency bonus shadows.

Summoning Shadows: Stored shadows can be summoned as companions. In combat, you may have 2 active shadows at levels 3–5, 3 at levels 6–8, 4 at levels 9–11, and so on, up to a maximum equal to your cleric level. (DM creates the stat block for your shadow, a weakened version of the original up to your DM's discretion). If a shadow drops to 0 hp, it takes a minute to summon them back.

Strike of Death's Edge

 When you Hit a creature with a weapon attack, you may deal extra necrotic damage = 1d4.

  • This extra damage can be used once per turn.

  • Scales with level: at Cleric 5 it becomes 2d4, at level 11 it becomes 3d4, and at level 17 it becomes 4d4.

 

Commander of Echoes

Starting at 3rd level, you can use your Channel Divinity to seize control of your shadows and make them act immediately.

Action: You must use your action to activate this feature.

Effect: Choose any number of shadows you have currently summoned. Each of those shadows immediately takes a turn, obeying your commands. This turn occurs immediately after you use this feature, using their normal movement, attacks, and abilities.

  • The shadows act simultaneously or in any order you choose.

  • Shadows summoned via this feature follow the same rules as your normally summoned shadows.

  • Once a shadow has taken its extra turn, it resumes its normal turn order on your next round.

Master of Summoning

At 6th level, your bond with your shadows deepens, allowing you to use them as extensions of your own power.

Shadow Conduit. When you cast a spell with a range of touch, you can instead cast it through a shadow you have summoned within 30 feet of you. The shadow becomes the point of origin for the spell’s effects.

Shadow Step. As a bonus action, you can teleport by swapping places with one of your summoned shadows. 

Limitations:

  • You can use Shadow Step a number of times equal to your proficiency bonus, and regain all uses after a long rest.

  • Shadows must be currently active to use either feature.

Shepherd to the Other Side

At 17th level, you have become a true sovereign of darkness, able to bind even the most powerful foes as shadows to serve you.

Supreme Extraction. You can now attempt to extract the shadow of any creature with a Challenge Rating equal to your cleric level. The extraction still requires a d100 roll against the creature’s Shadow Resistance Score (SRS).

  • Limitations: You can attempt only one Supreme Extraction per long rest.

  • Shadows obtained via Supreme Extraction count toward your normal stored shadow limit. They still may have altered stat blocks (DM's discretion) and they cannot have Legendary Actions or Legendary Resistances

Ultimate Shadow Command. When you summon a shadow obtained through Supreme Extraction, you can teleport to its space as a bonus action and grant it an immediate extra turn.

Domain Of Passage Image

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