Divine Domain: Thievery

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 Pick 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 may use your channel divinity as an action to attempt to steal the last spell they cast. Make a contested sleight of hand check verses the creatures perception. If you succeed they lose all knowledge of the spell and may no longer cast it for 1 minute. If the spell is of a level you can cast, you also gain the knowledge to cast the spell and may cast it once without expending a spell slot 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.

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 for 1 minute. 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 early as an action by completing a successful wisdom saving throw against your spell save DC.

Potent Spellcasting

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

Art Credit: Billy Christian

Written By: James Rathwell

Deftly Sacred Hands

Starting at 17th level, you may make a sleight of hand check, use thieves tools, pick a creature, steal a spell, or cast the cantrip Pick as a bonus action. Additionally, when an enemy fails their wisdom save against the cantrip Pick, you may choose two different effects from two dice instead of one.

New Spell

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

Pick

Divination cantrip


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

A creature you can see must pass a wisdom save or take 1d6 psychic damage. After you roll the d6, the number rolled determines one random effect. If this cantrip rolls multiple damage dice, choose one d6 after rolling the damage.

d6 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 If your target leaves the space it is currently in before the start of your next turn, you may use your reaction to cast this cantrip at them again.
5 If your AC is lower than the targets, the targets AC is reduced by one, and your AC is increased by one until the start of your next turn.
6 You gain a number of temporary hit points equal to half the damage dealt (rounded down). This temp HP lasts until the start of your next turn.

The damage increases by 1d6 when you reach 5th, 11th, and 17th level.

 

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