Cleric
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.

Tweaks: Bonus proficiency and Minor Illusion cantrip on first level. -- Removed  concentration from Invoke Duplicity. -- Cloak of Shadows is no longer a channel divinity feature, instead it's limited use. It can also target other creatures. -- Added a 6th level feature to switch places with the duplicate. -- Divine strike is replaced with Tasha's Blessed strike. -- Moving duplicates no longer requires a bonus action on 17th level. 

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 on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Master of Mischief

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 of your choice: Deception, Stealth or Sleight of Hand.

Deception

Proficiency in deception skill

Sleight of Hand

Proficiency in sleight of hand skill

Stealth

Proficiency in stealth skill

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, or until you dismiss it. 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, given how distracting the illusion is to the target.

Cloak of Shadows

Starting at 6th level, you can invoke your deity to vanish into thin air.

As an action, you or a creature you can see within 30 feet becomes invisible until the end of their next turn. The target becomes visible if they attack or cast a spell.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

The Old Switcheroo

Starting at 6th level, you can do the switcheroo in response to harm.

When you take damage, you can use your reaction to switch places with your duplicate. You must see your duplicate in order to switch places with it. This switch is completely imperceptible. 

Once you use this feature, you can't use it again until you finish a short or long rest.

Blessed Strike

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. On your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet, no action required. When using The Old Swticheroo you may swap places with any one of your duplicates.  

Previous Versions

Name Date Modified Views Adds Version Actions
10/30/2022 12:43:30 AM
22
8
2.0
Coming Soon

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