Trickery Domain in Audalis | World Anvil

Trickery Domain

Gods of trickery 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

Bonus Proficiencies

At 1st level, you gain proficiency in your choice of Stealth, Sleight of Hand, or Deception.   In addition, you learn the minor illusion cantrip. It doesn't count against your number of cantrips known, and is a cleric spell for you.

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.   In addition, you gain proficiency in the Stealth skill and with 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. 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, and that creature has disadvantage on attack rolls against you.   When you first create this illusion, you may choose to swap positions with it, teleporting it and yourself to each other's spaces.  

Channel Divinity: Cloak of Shadows

Starting at 6th level, as a reaction to taking damage, you can expend a use of your Channel Divinity to turn invisible until the end of your next turn. You remain invisible until you attack, make a damage roll or force someone to make a saving throw.  

Potent Spellcasting

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

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.   In addition, at the beginning of your turn, you may swap with any of your duplicates, teleporting it and yourself to each other's spaces.

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