Cleric
Base Class: Cleric

This version replaces features from the original subclass – and adds some new ones – to encourage playing the Trickery cleric as a ranged caster. 


What's New:

  • 1st Level: You learn one bard cantrip of your choice.
  • 2nd Level: The duplicate can be used in conjunction with spiritual weapon so both the duplicate and the weapon can be moved together on the same turn (using the duplicate's range). This replaces your previous advantage on attacks when a duplicate is within 5 feet.
  • 6th Level: Your Cloak of Shadows has been replaced with Trickster's Escape.
  • 8th Level: Your Divine Strike has been replaced with Potent Spellcasting.  
  • 17th level: You can use a bonus action to switch places with one of your duplicates if you are within 60 feet of it.

 

Domain Spells

ou gain domain spells at the cleric levels listed in the Trickery Domain Spells table. See the Divine Domain class feature for how domain spells work.

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 Cantrip

When you choose this domain at 1st level, you learn one cantrip of your choice from the bard spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know.

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.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory copy of yourself.

As an action, you create a perfect illusory duplicate of yourself that looks like you, sounds like you, and mimics your gestures and mannerisms perfectly. The illusion appears in an unoccupied space that you can see within 30 feet of you and lasts for 1 minute. It ends early if you lose concentration (as if concentrating on a spell). For the duration, you can speak and cast spells as though you were in the illusion’s space, but you must use your own senses. Spells that consume a material component cannot be cast in this way.

When you cast spiritual weapon through the duplicate, the weapon appears in the illusion's hand and moves with the illusion, using the illusion's range instead of the spell's range. (If the illusion is dispelled early, the weapon stays active for the remainder of the spell's duration.)

As a bonus action on your turn, you can move your illusory duplicate up to 30 feet to a space you can see. The illusion must remain within 120 feet of you. If you have cast spiritual weapon through the duplicate, you can also make that spell's attack with this bonus action.

Channel Divinity: Trickster's Escape

Starting at 6th level, you can use your Channel Divinity to vanish in response to harm. When you take damage, or when you become grappled, prone, or restrained, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Potent Spellcasting

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

Channel Divinity: Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, with your 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. Also as a bonus action, you can teleport, magically swapping places with one of the illusions if it is within 60 feet of you.

Previous Versions

Name Date Modified Views Adds Version Actions
5/26/2023 11:08:08 PM
62
9
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