Cleric: Trickery Domain
Original Source: Player's Handbook
Trickery Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Cleric Level | Spells |
---|---|
1st | charm creature, disguise self |
3rd | mirror image, pass without trace |
5th | blink, silvery barbs |
7th | confusion, dimension door |
9th | mislead, modify memory |
Initiate of Trickery
1st-level Trickery Domain feature
At 1st level, you gain proficiency in two skills or tools of your choice: Deception, Stealth, Sleight of Hand, disguise kit, forgery kit, poison kit, thieves' tools.
Blessing of the Trickster
1st-level Trickery Domain feature
As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.
Trickster's Magic
1st-level Trickery Domain feature
If you cast a spell of the Illusion school, you can change the spell's casting time to a Bonus Action for the casting, provided the spell's casting time is normally an action.
You can use this feature a number of times equal to your Wisdom modifier and you regain all expended uses of it when you finish a Long Rest.
Channel Divinity: Invoke Duplicity
2nd-level Trickery Domain feature
You can use your Channel Divinity to create an illusory duplicate of yourself.
As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself, or in your space, teleporting to the same space. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or are Incapacitated. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.
- Cast Spells. You can cast spells as though you were in the illusion's space, but you must use your own senses.
- Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
- Move. As a bonus action on your turn, you can move the illusion up to 30 feet to a an unoccupied space you can see, but it must remain within 120 feet of you, and you can then teleport, swapping places with the illusion.
Channel Divinity: Cloak of Shadows
6th-level Trickery Domain feature
As a bonus action, you become invisible for the next minute. You become visible if attack, casts a spell that affects an enemy, or deal damage to another creature, but you become invisible again at the start of your next turn.
Deceptive Strike
7th-level Trickery Domain feature
When you reach 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 poison damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
Improved Duplicity
15th-level Trickery Domain feature
The illusion of your Invoke Duplicity has grown more powerful in the following ways.
- Duplicate Duplicity. You create up to four duplicates, instead of one. You can move any number of duplicates with your bonus action up to 60 feet each, to a maximum distance of 120 feet. Then, you may exchange places with one of them.
- Shared Distraction. When you and your allies make attack rolls against a creature within 5 feet of a duplicate, the attack rolls have Advantage.
- Healing Illusion. When the duplicate ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.