Cleric: Thieves' Domain

by myriad

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Thieves Domain

The gods of thieves- Hermes, shax, Andromalius, and Mask- govern shadows and those of ill-repute. Anyone with less than legal professions, such as highwaymen and cat bunglers, venerate these deities; many rogues worship gods that have the domain of thievery. Being a God of thieves does not mean they are evil. Just like a man can steal bread to feed his family, stealing can be used for good too. Clerics of these gods take pride in their skill using their abilities to help both themselves and others.

Spell level Spells
1 Disguise self, Identify
2 Pass without trace, Darkvision
3 Non-detection, Haste
4 Greater invisibility, Dimensional door
5 Modify memory, Pass wall

Bonus Proficiencies


At 1st level, pick one proficiency: Stealth, Sleight of hand, Arcana, or Thieves tools.

Standing on air


Also at 1st level, as a bonus action you can summon a flat invisible platform. They have a five foot area and last for as long as you stay on them. You can use this feature as many times as your Wisdom modifier (minimum 1). You regain all expended uses after a short rest.

Channel Divinity: Thieves’ Blessing

Starting at 2nd level, you can use your Channel Divinity to enhance your thieving abilities. When you make any skill checks, attack rolls, ability checks, or saving throws that uses Dexterity, you can use your Channel Divinity to add your wisdom modifier to the roll.

Channel Divinity: Phantom thief

Beginning at 6th level, you can use your Channel Divinity to become invisible and intangible like a ghost; and you are able to move in any direction. This effect ends if you attempt to attack or cast any spell, otherwise effect lasts for 1 minute. If the feature ends with you inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Potent Spell-casting

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

Without a trace

Once per long rest at level 17, you can erase the memory and clues connected to you from your surroundings. This feature only works when you are out of the sight, but within 50 feet of any the creature or area you want to affect. All clues and any connections to you that are left behind are wiped away putting all investigation checks to find out how you did the crime at disadvantage. If you damage a creature affected by Phantom thief their memories of you are restored.

image by Jason Chan

 

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