Base Class: Cleric
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.
At each indicated cleric level, you add the listed spells to your spells prepared.
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature and give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Additionally, you gain the minor illusion cantrip if you don't know it already. It counts as a cleric spell for you, but it doesn't count against your number of spells known.
You also gain proficiency in thieves tools and one of the following skills of your choice: Deception, Stealth, Persuasion, or Sleight of Hand.
In addition you are proficient with martial weapons
Sowing of Chaos
At 1st Level, You can deliver unto the willing, through a beguiling blessing, the sowing of chaos within. As an Action, you can cast the Pass without Trace spell without the need for spell components, expending a spell slot, or maintaining concentration. However, you cannot cast Pass without Trace again for the duration, whether through this feature or if you can cast the spell normally.
Additionally, a creature affected by Pass without Trace cast in this way has advantage on Charisma (Deception, Intimidation, Performance and Persuasion) checks and Dexterity (Acrobatics, Sleight of Hand, Stealth, Initiative) checks for the duration, even while outside of the 30 ft. radius of the spell.
You can use this feature up to an amount of times per short or long rest equal to your Proficiency bonus.
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. You can use a bonus action on your turn to mentally command the duplicate to move up to 30 feet in any direction, but it must remain within 120 feet of you.
For the duration, you can cast spells and speak as though you were in the illusion’s space, but you must use your own senses. Additionally, as an action, you may swap positions with your illusion if you can see it. 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.
Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, attack rolls against you have disadvantage, given how distracting the illusion is to the target.
While your duplicate is active, whenever you take damage, you must make a Constitution saving throw. The DC equals 10 or half the damage you take, whichever number is higher. On a failed safe, the duplicate vanishes. If your concentration on maintaining the illusion is broken by failing a Constitution saving throw, you can expend a spell slot of any level to succeed the saving throw instead.
The illusion is utterly indistinguishable from you, and cannot be destroyed or dispelled. Physical contact with the illusion reveals it to be false, but does not make it disappear,
Additionally at level 10, you may create an additional illusion.
Shadow Veil
Beginning at 6th level, you can escape when needed.
As a bonus action, you can magically turn invisible until the start of your next turn. While out can ignore the Vocal and Somatic components. Though making an attack breaks your Invisibility
Alternatively, if your Invoke Duplicity is active, you may switch places with your duplicate. This switch is completely imperceptible..
When you cast a spell that causes your target to become invisible, any creature of your choice (including yourself) that is targeted by the spell gains an amount of temporary Hit Points equal to your Cleric Level. A creature is also healed for this amount if targeted while having 0 Hit Points.
A creature is visible to you if it has temporary Hit Points in this way while invisible. This allows you to target the creature with healing spells or other positive effects that require visiblity of the target.
You can use this a number of times equal to your Wisdom modifier, and regain all uses after a long rest
Divine Strike
At 8th level, you gain the ability to convince enemies your attacks are fiercer than they truly are. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8
You can choose to have one of your duplicates make this attack instead. Make a spell attack roll against a target within 60ft of your duplicate. On a hit it takes psychic damage equal to your Divine Strike damage plus your Wisdom modifier.
Improved Duplicity
At 17th level, you can create up to two duplicates of yourself, instead of one, when you use Invoke Duplicity. You can use a bonus action on your turn to mentally command any number of them to move up to 30 feet in any direction (no action required), but they must remain within 180 feet of you.
Additionally, your duplicates don't count as magical or illusions when seen by creatures with True Sight or effects that detect the presence of magic or that can see through illusions.
When you move them, you can move any number of them, and when you swap places with them, you can swap places with one of them.
Additionally, while you are maintaining concentration on this illusion, you gain the following benefits:
Deceptive Echo. You can confuse your foes by convincingly posing your duplicate as yourself. When a creature targets an illusory duplicate with a positive effect, such as a healing spell, you can remotely become the target of that effect. Additionally, you can speak, make gestures, make Charisma checks, make weapon attacks, or cast spells as though you are in the space of an illusory duplicate. However, you must be using your own senses when doing so. Through these actions, creatures may find it difficult to discern which image of you is real, as they may believe that your duplicate is the real you.
Trickster's Gambit. When danger arises, you can shift to fold yourself into your own illusion. Once per use of "Channel Divinity", if you are hit by an attack or fail a saving throw against a harmful effect, you can use a Reaction to magically and undetecably switch places with one of your illusory duplicates, provided you can see it. That duplicate replaces you as the target of the attack/effect, afterwhich it temporarily fades as if it was out of range from you. Through this reaction, creatures may find it difficult to discern which image of you is real, since attacks/effects intended for you, through an undetectable switch, strike an illusion.
Additionally, whenever a creature hits one of your duplicates with an attack, that creature takes psychic damage equal to your Wisdom modifier (minimum of 1) if you're not incapacitated.
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