Thievery Domain Spells |
|
Cleric Level |
Spells |
1st |
disguise self, unseen servant |
3rd |
misty step, invisibility |
5th |
haste, nondetection |
7th |
arcane eye, greater invisibility |
9th |
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 can use your channel divinity as an action to call forth your gods spectral hand, plunging it into a creatures mind and stealing the last spell the creature cast. Make a sleight of hand check, the DC = 10 + the spells level + the creatures spell casting modifier. On a failure the the creature is alerted to your presence. On a success they lose all knowledge of the spell and may no longer cast it for 1 minute, losing concentration if they are holding it on the same spell. You may cast the spell at its lowest level as a cleric spell without expending a spell slot once 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.
You can steal a 1st level spell at 2nd lvl, and can steal a spell of one level higher when you reach 3rd, 5th, 9th, 13th, and 17th level in this class.
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 at the end of their turn by completing a successful wisdom saving throw against your spell save DC. If a creature succeeds its saving throw against one of the conditions, they also succeed at ending all other conditions afflicting it originating from the lockpick.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Deftly Sacred Hands
Starting at 17th level, you may make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, take the Use an Object action, 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.
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