Divine Domain: Thievery v2

by James Rathwell

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Thievery Domain

Many thieves find themselves praying for a long and fruitful career at some point in their life of burglary. Some go further, practicing prayer as much as pilferage. These priests devote themselves to the gods of thievery, channeling their god to filch things mortals cannot.

Thievery Domain Spells
Cleric Level Spells
1 disguise self, unseen servant
3 misty step, invisibility
5 haste, nondetection
7 arcane eye, greater invisibility
9 passwall, misslead

Acolyte of Thievery

At 1st level, you learn the cantrip filch and you gain proficiency with Sleight of Hand and Thieves Tools.

Blessing of the Thief

Also at 1st level, you can use your action to touch a willing creature to give it advantage on Dexterity (Sleight of Hand) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Steal Spell

Starting at 2nd level, your god grants you the ability to steal more than just material objects. While within 5ft of a spellcaster you can use your channel divinity as an action to call forth your gods spectral hand, plunging it into a creatures mind and stealing the last spell the creature cast. Make a sleight of hand check, the DC = 10 + the spells level + the creatures spell casting modifier. On a failure the creature is alerted to your presence. On a success they lose all knowledge of the spell and may no longer cast it for 1 minute, losing concentration if they are holding it on the same spell. You may cast the spell at its lowest level as a cleric spell without expending a spell slot once within this minute. Once you cast the spell or the minute passes you forget how to cast the spell if you did not know it before, and the original owner regains the knowledge to cast the spell.

You can steal a 1st level spell at 2nd lvl, and can steal a spell of one level higher when you reach 3rd, 5th, 9th, 13th, and 17th level in this class.

Channel Divinity: Pick Creature

At 6th level, you gain the ability to pick people the same way you pick locks. As an action, you may use your Channel Divinity to end a condition that is on a creature within 5ft of you. The condition ends and is stored on your lockpick until your next long rest. While the condition is stored on the lockpick, the next time a creature fails a spell save against a spell you cast they suffer the condition stored on the lockpick on top of the spells effect. They suffer this condition for 1 minute and may attempt to end the condition at the end of their turn by completing a successful Wisdom saving throw against your spell save DC. If a creature succeeds its saving throw against one of the conditions, they also succeed at ending all other conditions afflicting on them by this feature.

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Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Deftly Sacred Hands

Starting at 17th level, you may make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, take the Use an Object action, pick a creature, steal a spell, or cast the cantrip filch as a bonus action. Lastly, you can choose up to two two dices random effects when casting the cantrip filch instead of one.

New Spell

Clerics of thievery learn the cantrip filch at 1st level, additionally the cantrip filch is added to the Wizard spell list.

Filch

Divination cantrip


  • Casting Time: 1 action
  • Range: 15ft
  • Components: S, M(a lockpick)
  • Duration: instantaneous

The target must succeed a Wisdom save or suffer one of the following random effects. Roll 1d6. The result rolled determines the effect. If this cantrip rolls multiple dice, choose one dice result after they have been rolled.

Result Effect
1 The target is silenced until the beginning of your next turn, and you may choose talk through the target until the beginning of your next turn.
2 You gain advantage on your next Thieves Tools check against the target or any property the target owns within the next minute.
3 The targets movement speed is reduced by 10ft, and your movement speed is increased by 5ft until the start of your next turn.
4 You swap places with the target.
5 The targets AC is reduced by 1, and your AC is increased by 1 until the start of your next turn.
6 The target takes an amount of psychic damage equal to the results of the dice rolled as part of this cantrip. You gain an amount of temporary hit points equal to half the damage dealt (rounded down). You gain this temp HP for 1 minute.

You can roll one additional dice when you reach 5th, 11th, and 17th level.

Art Credit: Billy Christian
Written By: James Rathwell
 

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