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MLP AU: Cleric: Shadow Domain
Note: This uses the 2024 rules for Cleric
The Domain of Shadow is the purview of those who thrive in the twilight, whispering lies and manipulating the fears of others. Clerics of this domain, often drawn to shadowy deities or powerful trickster spirits, are masters of deception and psychological warfare. They sow discord, exploit weaknesses, and unravel the minds of their foes, all while maintaining a facade of innocence or benevolence. Their magic twists perceptions, preys on insecurities, and leaves their victims questioning their own sanity. Whether they are subtle manipulators working from the shadows or charismatic leaders corrupting from within, these clerics are a constant threat, their influence spreading like a creeping darkness. They are the puppet masters, the whisperers in the dark, the harbingers of fear and doubt. In the world of Equestria, they might be followers of Nightmare Moon, changelings in disguise, or even seemingly benevolent figures hiding a sinister agenda beneath a charming smile. They are the embodiment of the shadows that lurk just beyond the light, ready to exploit any weakness and plunge the world into chaos.
Spells:
Level 3: Charm Person, Detect Thoughts, Hold Person, Suggestion
Level 5: Feign Death, Major Image
Level 7: Confusion, Dimension Door
Level 9: Dominate Person, Dream
Level 3 Aura of Dread: You exude an aura of subtle fear. At the start of each of your turns, you can choose one creature within 30 feet of you that can see you. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. A creature can willingly fail this saving throw.
Level 3 Shadow Manipulation: You can manipulate shadows to create minor illusions and distractions. As a bonus action, you can create a shadowy image within 30 feet of you that lasts until the end of your next turn. The image can be no larger than a 5-foot cube and can take any form you choose. While the image doesn't have any inherent magical properties, it can be used to distract or mislead your enemies. A creature that interacts with the image can attempt an Investigation check against your spell save DC to discern that it is an illusion.
Level 6 Cloak of Shadows: You gain proficiency in Stealth. Additionally, when you are in dim light or darkness, you can use your reaction to become invisible until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 17 Nightmare Weaver: You become a master manipulator, able to weave nightmares into the minds of your foes. As an action, you can target one creature within 60 feet that you can see. The creature must make a Wisdom saving throw. On a failure, the creature is incapacitated and frightened for 1 minute. While incapacitated by this feature, the creature's speed is 0. At the end of each of the affected creature's turns, it can make another Wisdom saving throw. On a success, the effect ends. Once a creature succeeds on its saving throw against this effect, it is immune to it for 24 hours. You can use this feature once, and you regain the ability to do so when you finish a long rest.
Song Of The Day #137
July 14, 2019: Shadow Domain- Digital Divide