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<blockquote data-quote="Rhineglade" data-source="post: 6833998" data-attributes="member: 6801931"><p><strong>SHADOW</strong></p><p></p><p>The Shadow Domain focuses on the unlight, or the absence of light. As the realm of shadows is within the domain of the Demon-Queen Demoriel, the shadow domain likewise takes on a rather sinister aspect. Shadows are created to combat not only the light but to also hide or mask those who seek to spread mischief or fear while remaining unseen. Shadow is generally equated with undeath, fear, weakness and ugliness. Clerics with the shadow domain are tasked to spread darkness and blot out all light. Not surprisingly, many operate at night or underground where shadows are plentiful.</p><p></p><p><strong>Shadow Domain Spells</strong></p><p><strong></strong></p><p><strong>Cleric Level Spells</strong></p><p>1st <em> sleep, witch bolt</em></p><p>3rd <em>blur, darkness</em></p><p>5th <em>fear, nondetection</em></p><p>7th <em> confusion, evard's black tentacles</em></p><p>9th <em>dream, mislead</em></p><p><strong></strong></p><p><strong>Bonus Proficiency</strong></p><p>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p><p></p><p><strong>Darkvision</strong></p><p>Also at 1st level, you have gain darkvision to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have the darkness trait, your visual range is doubled.</p><p></p><p><strong>Shield of Shadows</strong></p><p>At 1st level, you can impose divine shadow before an attacking enemy. When you are attacked by a creature within 30 feet that you can see, you may use your reaction to impose disadvantage on the attack roll. An attacker that can't see is immune to this power. You may use this ability a number of times a day equal to your Wisdom modifier (minimum of 1). You regain any expended uses of this power after a long rest.</p><p></p><p><strong>Channel Divinity: Ribbons of Night</strong></p><p>Use your channel ability to temporarily disable an enemy with strands of shadow-stuff. Choose a creature you can see within 60 feet while you present your holy symbol. Strips of shadow shoot forth and bind that creature unless the creature makes a Strength save against your cleric spell DC. If the save is failed, the creature is considered grappled until the end of your next turn. A grappled creature's speed becomes 0 and it can't benefit from any bonus to its speed. </p><p></p><p><strong>Resist the Light</strong></p><p>At 6th level, you gain resistance to radiant damage.</p><p></p><p><strong>Divine Strike</strong></p><p>At 8th level, you can infuse your weapons with necrotic energy. 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 14th level, the extra damage increases to 2d8.</p><p><strong></strong></p><p><strong>Aura of Darkness</strong></p><p>At 17th level, you can generate an aura of inky blackness around your person. Use an action to activate this shadow sphere centered around you. The shadow sphere has a diameter of 120 feet so it stretches out a distance of 60 feet from you around all sides. The sphere remains for 1 minute or until you dismiss it as a bonus action. Enemies within this sphere are considered blinded and automatically fail any ability check that requires sight. Attack rolls against a blinded target have advantage and the blinded creatures attacks have disadvantage. Furthermore, enemies within the sphere have disadvantage against necrotic damage. While within the sphere, you are considered invisible.</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6833998, member: 6801931"] [B]SHADOW[/B] The Shadow Domain focuses on the unlight, or the absence of light. As the realm of shadows is within the domain of the Demon-Queen Demoriel, the shadow domain likewise takes on a rather sinister aspect. Shadows are created to combat not only the light but to also hide or mask those who seek to spread mischief or fear while remaining unseen. Shadow is generally equated with undeath, fear, weakness and ugliness. Clerics with the shadow domain are tasked to spread darkness and blot out all light. Not surprisingly, many operate at night or underground where shadows are plentiful. [B]Shadow Domain Spells[/B] [B] Cleric Level Spells[/B] 1st [I] sleep, witch bolt[/I] 3rd [I]blur, darkness[/I] 5th [I]fear, nondetection[/I] 7th [I] confusion, evard's black tentacles[/I] 9th [I]dream, mislead[/I] [B] Bonus Proficiency[/B] When you choose this domain at 1st level, you gain proficiency with heavy armor. [B]Darkvision[/B] Also at 1st level, you have gain darkvision to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have the darkness trait, your visual range is doubled. [B]Shield of Shadows[/B] At 1st level, you can impose divine shadow before an attacking enemy. When you are attacked by a creature within 30 feet that you can see, you may use your reaction to impose disadvantage on the attack roll. An attacker that can't see is immune to this power. You may use this ability a number of times a day equal to your Wisdom modifier (minimum of 1). You regain any expended uses of this power after a long rest. [B]Channel Divinity: Ribbons of Night[/B] Use your channel ability to temporarily disable an enemy with strands of shadow-stuff. Choose a creature you can see within 60 feet while you present your holy symbol. Strips of shadow shoot forth and bind that creature unless the creature makes a Strength save against your cleric spell DC. If the save is failed, the creature is considered grappled until the end of your next turn. A grappled creature's speed becomes 0 and it can't benefit from any bonus to its speed. [B]Resist the Light[/B] At 6th level, you gain resistance to radiant damage. [B]Divine Strike[/B] At 8th level, you can infuse your weapons with necrotic energy. 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 14th level, the extra damage increases to 2d8. [B] Aura of Darkness[/B] At 17th level, you can generate an aura of inky blackness around your person. Use an action to activate this shadow sphere centered around you. The shadow sphere has a diameter of 120 feet so it stretches out a distance of 60 feet from you around all sides. The sphere remains for 1 minute or until you dismiss it as a bonus action. Enemies within this sphere are considered blinded and automatically fail any ability check that requires sight. Attack rolls against a blinded target have advantage and the blinded creatures attacks have disadvantage. Furthermore, enemies within the sphere have disadvantage against necrotic damage. While within the sphere, you are considered invisible. [/QUOTE]
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