Shadow Domain

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Shadow Domain

Those who worship shadow gods understand the value of keeping a low profile. Thieves, smugglers, assassins and other miscreants are commonly found among this flock. While priests of other gods set out to proselytize the masses, churches of shadow are run more like secret societies. So sincere is the devotion to remaining unseen that the most successful shadow religions are commonly believed to be mere myth and rumor.

Shadow Domain Spells
Cleric Level Spells
1st arms of hadar, cause fear
3rd blindness/deafness (blindness only), darkness
5th blink, hunger of hadar
7th shadow of moil, evard's black tentacles
9th contagion, enervation

Bonus Proficiency


When you choose this domain at first level, you gain proficiency in Dexterity (Stealth).

Eyes of the Night


When you choose this domain at 1st level, you gain darkvision to a range of 30 feet. If you already have darkvision, your range increases by 30 feet.

Shroud of Darkness


Starting at 1st level, 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, clouding the vision of the attacker before it hits or misses. An attacker with blindsight or that cannot be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses after a long rest.
























Channel Divinity: Shadow Strike


Starting at 2nd level, you can use your Channel Divinity as a bonus action to fade into the shadows and land lethal strikes. You gain advantage on all Dexterity (Stealth) checks. If you deal damage to a creature that cannot see you using a spell or weapon attack, you also deal sneak attack damage as if you were a rogue of the same level as your cleric level. This benefit lasts for one minute.

Shadow Strike Bonus Damage
Cleric Level Damage Cleric Level Damage
1st - 2nd 1d6 11th - 12th   6d6
3rd - 4th 2d6 13th - 14th   7d6
5th - 6th 3d6 15th - 16th   8d6
7th - 8th 4d6 17th - 18th   9d6
9th - 10th 5d6 19th - 20th 10d6

Enduring Darkness


Starting at 6th level, your Shroud of Darkness allows you to seek retribution against those who would harm you. When you use your Shroud of Darkness, the attacker must roll a Wisdom saving throw against your spell DC. On a failed save, the attacker is blinded until the end of your next turn.

Potent Cantrip


Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Dark Communion


Starting at 17th level, you gain the ability to adopt a semi-corporeal shadow form. You gain hit points equal to your cleric level and gain resistance to all damage for one minute. For this duration, as a bonus action you can teleport up to 30 feet into any unoccupied location that is in dim light or darkness. Once you have used this feature, you cannot use it again until you finish a long rest.

 

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