Divine Domain:

Shadowfell Domain

The Shadow Weave is a force of magical energy which originates from deities of shadows such as Mask, Cyric, and Shar and from the plain of shadow itself, also called the Shadowfell. Those who tap into this energy do so through these deities or by losing a portion of their sanity. The power imbues illusion magic with more substance, allowing it to affect the world and mimic certain other types of spells.

Shadowfell Domain Spells

Cleric Level Spells 1st hex, silent image 3rd darkness, phantasmal force 5th bestow curse, major image 7th black tentacles, phantasmal killer 9th geas, seeming

Shadowfell Corruption

Each user of the Shadow Weave is corrupted by contact with its power, when you choose this domain at 1st level, roll 1d6 to determine how this manifests when shadowcasting.

Shadowfell Corruption Table

d6 (Corruption) 1 Shadows close by you seem to squirm and writhe. 2 Liquid darkness bleeds from your obsidian eyes. 3 Menacing whispers fill the air around you with threats. 4 Your nostrils, and mouth leak black sulfurous smoke. 5 Shadowy creatures appear to crawl over your body. 6 Your skin becomes webbed with pulsing black veins.

Umbral Secrets

When you choose this domain at 1st level, you become attuned to the shadows, gaining darkvision of 30 feet, or adding this amount to the range of any existing darkvision.

Your innate understanding of the magical properties of shadows also gives you proficiency with the Arcana and Stealth skills. If you are already proficient, your proficiency bonus is doubled for any ability check made with these skills.

Shadowcasting

Also at 1st level, you learn to shadowcast spells. Using a bonus action, you may infuse shadowstuff into a prepared illusion spell to sculpt and solidify it, mimicking the effects of an evocation spell from your spell list. The evocation spell you choose must be of the same level, on your spell list, and is chosen at the time of casting.

Until you next prepare spells, the chosen illusion spell is removed from your prepared spells and a shadowcast version of the evocation spell you select takes its place, this evocation spell can be cast normally. At 6th level, you can also mimic conjuration spells using this ability.

Shadowcast spells count as illusion spells for the purposes of resistances and immunities, half of any damage becomes psychic damage. If the spell has a saving throw, it becomes an intelligence save, and the spell does half damage on a successful saving throw.

Shadowcast spells can not heal hitpoints, deal radiant damage, or give off light.

Channel Divinity: Fellfire Surge

Starting at 2nd level, you can use your Channel Divinity to allow lightless black-green flames called fellfire to rush out from the plane of shadows, dealing necrotic and cold damage to your enemies.

As an action, you present your holy symbol, and any light or fire within 30 feet of you is dispelled or extinguished, bathing the area around you in darkness until the end of your next turn. Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A blind creature or one with total cover from you is unaffected.

Duskslain Familiar

Starting at 6th level, you understand the ties between a being and it's shadow so well, that you can merge a creature with your shadow, creating a familiar made of solidified shadowstuff, referred to as a duskslain familiar.

You learn the spell find familiar and can cast it as a ritual to create a duskslain familiar. This familiar can take any of the forms available to you as a familiar, or the form of a commoner or mastiff. When the familiar is summoned, you have no visible shadow, when dismissed, your shadow returns, because it is bound to your shadow, the duskslain familiar is completely devoted to you.

The duskslain familiar retains the intelligence, statistics, and abilities of the chosen form, but is undead instead of its normal type and has the following added traits:

Insubstantial Being: The creature cannot be grappled, petrified, poisoned, or restrained. It can move through a space as narrow as 1 inch wide without squeezing, and can move vertically along solid surfaces.

Shadowstuff Essence: The creature is immune to necrotic damage. While in dim light or darkness, it has resistance to bludgeoning, piercing and slashing damage from non-magical attacks, and advantage on Dexterity (stealth) checks.

Sunlight Sensitivity: While in bright sunlight, the creature has disadvantage on attack rolls and Wisdom (perception) checks which rely on sight.

Potent Shadowcasting

Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip which you cast while in dim light or darkness.

Shadewalker

At 17th level, you gain the ability to walk the shadows, using a bonus action you may teleport yourself at will to any area of less than bright light within range, as with the spell dimension door, vanishing and appearing in a shadowy mist.

Additionally you may cast plane shift without expending a spell slot or material components, this may only be used to transport to or from the plane of shadow, you may use this ability twice, and you regain all uses on a long rest.