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You're free to patch or borrow some code or whatever, I just ask that you only pack the files needed and not do something silly like repack the entire mod (please, I don't want the bug reports lol). My permissions are open. :)
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Removed the extra expertise given at level 1. I used Knowledge Domain as the base and didn't realize I left that. You may need to respec before updating.
Added immunity to the Shadowblinded condition from Absolute Wraith to Dark One's Eye. Super minor but I did encounter it.
Version 1.11
Made a new class icon.
Version 1.10
Fixed Divine Strike being categorized as a domain spell on level up.
Version 1.09
Spiced up Divine Strike VFX.
Added Domain Spells will now say "Darkness Domain Spells" on level up.
Version 1.08
Divine Strike no longer procs off of itself.
Version 1.07
Added separate icons for Divine Strike reactions.
Version 1.06
Fixed Empowering Shadows status using incorrect icon.
Redid the icons in the greyscale I originally intended.
Purple version is still available if you want it but will not be maintained (not that there's really much to maintain at this point).
Fancied up the page a bit.
Fixed tooltip errors for The Void.
Removed Channel Divinity cost for The Void, in line with the sheet.
Version 1.05
Encroaching Darkness and The Void now use the correct casting animation for Clerics.
Version 1.04
Fixed a typo that caused Dark One's Eye to not appear as useable.
Clarified the tooltip on Empowering Shadows. It only applies to melee or melee spell attacks like Inflict Wounds.
Version 1.03
Fixed an incorrect flag.
Version 1.02
Fixed a localization error.
Hid the Divine Strike passive as it was not meant to be visible.
Unhid the Improved Divine Strike passive as it was meant to be visible.
Added an icon for Improved Divine Strike because I forgot.
Version 1.01
Added Divine Strike as a weapon skill because I forgot.
Desaturated the icons a bit.
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Based off of JMC9's Darkness Domain Cleric because I thought it was pretty cool and very fitting for a certain Cleric. It is implemented mostly as written. This isn't specifically Shar-flavored so you can play it for whatever spooky god you want.
Changes made: Fifth level Domain Spells were changed from Dream and Creation to Negative Energy Flood and Cloudkill. The Void was changed a bit. Instead of being a reaction, it's a regular action that can be cast on a target.
1st: Arms of Hadar, Sleep 2nd: Darkness, Shadow Blade 3rd: Summon Shadowspawn, Hunger of Hadar 4th: Shadow of Moil, Evard's Black Tentacles 5th: Negative Energy Flood, Cloudkill
You can see normally in darkness both magical and nonmagical, to a distance of 18m. As an action, you touch one willing creature. They benefit from this feature until a long rest.
Whenever you attack with a weapon or make a melee spell attack from dim light or darkness, you deal additional Necrotic damage equal to half your wisdom modifier. At the 6th level, you gain Perfected Shadows and may now add your entire Wisdom modifier. You also gain resistance to Necrotic damage.
Channel Divinity: You create a 5m sphere of magical darkness centered on you. Any magical light within 5m of you is dispelled. Additionally, allies attacking from within this darkness gain the benefits of Empowering Shadow.
Once per turn deal 1d8 Necrotic damage in addition to your weapon's damage. At the 14th level, this increases to 2d8.
While under the effect of Empowering Shadows, you may create a Void on a creature. Creatures within 9m of the Void must make a Strength Saving Throw. On a failed save, the creature takes 6d10 Force Damage and is pulled in. On a successful save, the creature takes half as much damage and isn't pulled.
Remember that Community Library needs to be at the beginning of your load order and Compatibility Framework needs to be at the end. You need Improved UI Assets for the icons to work. You also need to have 5e Spells installed. A level 20 mod is optional but recommended. You can use Unlock Level Curve or the newly updated Expansion. Of course you can still play this at level 12.