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 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 | pass without trace, mirror image |
| 5th | blink, major image |
| 7th | dimension door, phantasmal killer |
| 9th | dominate person, modify memory |
Tricks of the Trade
When you choose this domain at 1st level, you gain the Minor Illusion cantrip if you don't already know it. You also gain proficiency in one of the following skills: Stealth, Sleight of Hand, or Deception.
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage 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 an action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. The illusion includes any equipment that you have on you. The illusion is perfect in how it looks, sounds, and smells, but does not have any physical form and when came in contact with is shown to be an illusion. You can see, hear, and talk through your illusion as if it were you.
As an action, you may swap positions with your illusion. This swap is done perfectly so it is impossible to tell that you have swapped places, and can be done before or after moving yourself or your illusion. You can swap places a number of times equal to your Wisdom modifier per long rest.
As a bonus action on your turn, you can move the illusion up to your movement speed, but it must remain within 120 feet of you. The illusion looks like it is walking during this movement.
When your illusion is within 5 feet of you, enemies have disadvantage on attack rolls against you, given how the enemy cannot discern whether it is attacking you or the illusion. If you are hit by an attack, this trait is disrupted until the end of your next turn, as the enemy is able to keep track of your illusion for a bit.
Cloak of Shadows
Starting at 6th level, you can call upon your deity to conceal your presence.
As a bonus action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy—a gift from your deity. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Master Trickster
At 17th level, your abilities gain more power as you have mastered each one.
Blessing of the Trickster now allows you to bless stealth, sleight of hand, or deception.
When you have a duplicate from Invoke Duplicity, you can now swap places with it using a reaction when you are targeted with an attack.
Finally, your invisibility from Cloak of Shadows no longer turns you visible when you attack, and you can use it twice per short or long rest.