Mislead, Rary's Telepathic Bond |
### Bonus Proficiencies
At 1st level, you gain proficiency in the Deception and Sleight of Hand skills.
### Stacking the Deck
Also at 1st level, you learn the Guidance cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
In addition, when you cast Guidance you can choose to cast it without any somatic or verbal components. You can do this a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
### Channel Divinity: On a Roll
Starting at 2nd level, when you hit a creature with a weapon or spell attack, you can use Channel Divinity to repeat your attack roll against that creature. If the new attack roll hits, add one additional damage die of the weapon or spell's type to your damage roll and repeat the attack roll again. You can make a number of additional attack rolls equal to your Wisdom modifier, adding an additional damage die for each successive hit.
### Go For Broke
At 6th level, when you would normally roll multiple damage or restorative dice for a spell of 1st level or higher, you can choose to roll only one die instead, and multiply the number you roll by the number of dice typically used in the spell.
For example, instead of dealing if 4d6 damage when you hit a creature with Guiding Bolt, you can roll 1d6 instead, and multiply the number you roll by 4. You must declare you are using this ability before rolling any damage or restorative dice.
###### Art: **Rolling Dice** By **Ian Llanas**
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### Divine Strike
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
### Poker Face
Starting at 17th level, you have become adept at sheltering your thoughts from others. You gain resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes an amount of psychic damage equal to your cleric level + your Wisdom modifier.
Additionally, you gain the following benefits:
* You are immune to being charmed and frightened.
* You can't be compelled to tell the truth by magic.
* You make all Deception checks with advantage.
* Your thoughts can't be read unless you allow it.