Cleric
Base Class: Cleric

The Shadow Domain is one of a cleric who manipulates the darkness itself, bending the might of the shadows to their very will. The gods that clerics of the shadow domain worship are ones of pure shade and darkness itself.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

 

Shadow's Sight

At 1st level, your vision is able to pierce darkness, giving you 120 feet of darkvision, and letting you see in magical darkness.

Umbramancy

At 1st level, you are able to manipulate darkness as a bonus action. You may cause it to veil a creature no larger than Medium in size, change a 5 foot square of it to become magical, make your shadow disappear, or manipulate the shapes of shadows. You may have three effects of this feature active at once, and each effect lasts for up to 1 minute.

Channel Divinity: Eclipse

Starting at 2nd level, you can use your Channel Divinity to harness darkness, banishing light.

As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, creatures of your choice within 30 feet of you must make a Wisdom saving throw. A creature takes necrotic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Shield of Shade

Beginning at 6th level, you are able to temporarily blind a foe when they attack you. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a shadow to envelope its mark before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with pure darkness. 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. When you reach the 14th level, the extra damage increases to 2d8.

Shadow Form

Starting at 17th level, you can expend a use of your Channel Divinity to turn into a shadow form. In this form, you have resistance to all damage except radiant, psychic, and force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.

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