Cleric
Clerics are often elite agents of gods, empowered beyond the capabilities of regular priests and sworn to follow and obey the tenets of their religion in ways that the average mortal couldn't. Some clerics served primordials, fiends, or some other empowered being and might require certain tasks or an offering of a foul sacrifice in exchange for a portion of their power. However, the majority remained servants of the truly divine. ~
Project
This project’s goals were to make an update to help low ranked subclasses to be closer to the middle or high ranked subclasses of the same class. Rather than focus only on game mechanics or personal views of a subclass, the goal was to keep the subclass balanced within the designer’s intent and to the creator’s original concept. Lore, story, previous editions, characters, etc. were included if that was the focus of the creator or if there was a lack of enough information to fill in the required comparisons.
Trickery Domain
From Player's Handbook
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 a 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 | Mirror Image, Pass without Trace |
| 5th | Blink, Dispel Magic |
| 7th | Dimension Door, Polymorph |
| 9th | Dominate Person, Modify Memory |
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature or yourself to give advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons and thieves' tools.
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. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses.
While you and your illusion are within 5 feet of each other, any creature that can see the illusion has disadvantage on attack rolls against you. Additionally, 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.
Cloak of Shadows
Starting at 6th level, you can vanish. As a reaction, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. You can use this feature a number of times equal to your Wisdom modifier.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with poison – 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 poison damage to the target and the target must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
When you reach 14th level, the extra damage increases to 2d8.
Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Origion File Location
Files copied from Revision on Homebrewery.