Shadow Priest (5e Subclass)

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Shadow Priest[edit]

Among the penitent hides a sect of priests whose chaotic impulse is rivaled only by the wild hearted sorcerers of the outlands. Here and there whispers of their madness can be heard on the wind, threatening like wildfire to the plains. Few have laid eyes on the shadow priests and fewer still have kept a mind sane enough to detail what they (may or may not) have once known of the sect. Some claim that shadow priests are mad clergymen whose minds were weak and could not handle the religious disciplines of their church, thus cracking under the pressure of their duties and retreating to exile. Others speculate that they are merely a cult of deluded psychopaths, prancing the countryside in search of innocent blood to sacrifice to their own egos. Whatever the case, not one reputable voice has spoken to the greater will of these holy lunatics. Do even they know their own intentions?

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There is no such thing as sanity within the shadows of the mind...
by Jarret Nahm


Bonus Proficiencies[edit]

When you choose this domain at 1st level, choose two proficiencies from these skills: Arcana, History, Persuasion, and Religion.


Shadow Priest Spells[edit]
Cleric Level Spells
Cantrip Mind Blast
1st Cause Fear, Charm Person
3rd Crown of Madness, Mind Thrust (UA)
5th Enemies Abound, Hypnotic Pattern
7th Charm Monster, Raulothim's Psychic Lance
9th Geas, Synaptic Static
Channel Divinity: Shadow Form[edit]

Starting at 2nd level, you can use your Channel Divinity to assume Shadow Form for a number of rounds equal to (1) + (WIS mod), or until cancelled. While in Shadow Form, you have resistance to slashing, piercing, and bludgeoning damage. When Shadow Form fades you release a Void Eruption, causing each hostile creature within 30 feet of you to make a WIS saving throw. If an enemy fails the save, they take 1d4 + (your Cleric level) psychic damage, and must roll on the short-term madness table (duration fixed: 1 minute). On a success, they take damage equal to your Cleric level and you take 1d4 - (your Cleric level) psychic damage. As a bonus action, you may choose to change the damage die of your void eruption to d8 or 2d6, however, before calculating damage your character must roll on the short-term (duration fixed: 1 hour) or long-term (duration fixed: 1 hour) madness table, respectively. All madness effects are cumulative.


Mind's Eye[edit]

At 6th level, your mind has become weathered by time, increasing your mental resolve. You gain resistance to shadow damage. In addition, your awareness of the psychic field has increased. Once per turn, if you are in Shadow Form, you may expend a spell slot as an action to imbue its energy within your next Void Eruption, increasing its damage and dealing half damage on successful saves. If you chose to empower your Void Eruption with a spell slot, roll on the indefinite madness table before damage is calculated. Additional damage from an empowered Void Eruption is not added to the push back damage received from enemies who have successfully saved.

Spell Slot Level d4 d8 2d6
1st + 3d4 dmg + 1d8 dmg + 1d6 dmg
2nd + 5d4 dmg + 2d8 dmg + 3d6 dmg
3rd + 9d4 dmg + 5d8 dmg + 6d6 dmg
4th + 11d4 dmg + 6d8 dmg + 8d6 dmg
5th + 14d4 dmg + 7d8 dmg + 9d6 dmg


I Hear Voices![edit]

By 8th level, you have become accustomed to swimming the depths of your own insanity. While under the effects of madness, you gain an additional aura for the duration of the madness effect (only one effect for each severity of madness may be active at any one time). Every time you gain a new madness effect, re-roll for a new effect off of the proper severity bracket of the I Hear Voices! table.


2d6 Short-Term Madness Long-Term Madness Indefinite Madness
2 go blind for duration go deaf for duration go mute for duration
3 or 8 + Cleric level dmg to Mind Blast + prof. bonus dmg to Mind Blast + WIS mod dmg to Mind Blast
4 or 10 +3 prof. bonus + 2 prof. bonus + 1 prof. bonus
5 or 6 + 6 WIS for duration + 3 WIS for duration + 1 WIS for duration
7, 9, or 11 impose disadvantage on fear and charm saving throws immune to charm effects immune to fear effects
12 gain 1 level of exhaustion double the duration of existing madness effects roll again on the indefinite madness table


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The matter of mind is considered by some to be the heaviest substance in the world--that is, until it cracks!
by Felipe Escobar Bravo


Mind Over Matter[edit]

Your willpower has surpassed the limitations of your physical body. Beginning at 14th level, while out of Shadow Form, you gain temporary hit points equal to your Cleric level. The temporary hit points from Mind Over Matter replenish up to your Cleric level after each short or long rest.


Channel Divinity: Solace and Insanity[edit]

At 17th level, you have mastered the waves permeating your psychic aura, and have learned to manipulate them with mind melting magnitude. Whenever you assume Shadow Form, your Mind Blast cantrip is empowered, turning it into Mind Flay for the duration. In addition, when assuming Shadow Form, you may concentrate on a single enemy, creating a Psychic Link for the remaining duration of your Shadow Form. If you are concentrating on the same enemy when Void Eruption triggers, all damage that you would otherwise take from successful enemy saves is redirected to the chosen enemy. While you are concentrating on your Psychic Link, you must make a CON saving throw whenever you take damage, maintaining concentration on a success or losing it on a failure.

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