Trickery Domain Revised
Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Trickery Domain Spells
Cleric Level | Spells |
---|---|
1st | charm person, disguise self |
3rd | mirror image, pass without trace |
5th | blink, dispel magic |
7th | dimension door, polymorph |
9th | dominate person, modify memory |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in your choice of either Slight of Hand or Deception.
You also learn the minor illusion cantrip. It doesn't count against your number of cantrips known, but is nonetheless a cleric spell for you.
Blessing of the Trickster
Starting at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As a bonus action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you and looks and acts as if it were real. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when your illusion is within 5 feet of a creature that can see both you and your illusion, that creature has disadvantage on attack rolls against you, given how distracting the illusion is to it.
Cloak of Shadows
Starting at 6th level, as an action, you can become invisible until the end of your next turn. If you have a duplicate from your Invoke Duplicity feature active, you can choose to have it become invisible for the duration.
Once you use this ability, you can't do so again until you finish a short or long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
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Image is Invoke Duplicity by shalizeh