Cleric
Base Class: Cleric

They 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 pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Blessing of the Trickster

When you choose this domain at 1st level, you can use an action to give a willing creature advantage on stealth checks for one hour or until you use it again.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create a duplicate of yourself.

As an action, you can use Channel Divinity and create a illusion duplicate of yourself that lasts for one minute or until you lose your concentration, as a bonus action on your turn you can move you duplicate 30 ft, at max it can be 120 ft away from you, while the duplicate is active you can cast spells through, but you have to use your own senses. when you and you illusion are both within 10 ft of a creature you have advantage on attack rolls against that creature.

Channel Divinity: Cloak of Shadows

Beginning at 6th level you can become invisible

you can use an action to become invisible until the end of your next turn or until you attack, or cast a spell.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Duplicity

Starting at 17th level, when normally you would be able to create one duplicate with Invoke Duplicity you can now create up to four duplicates, as a bonus action on your turn you can move any number of them up to 30 ft, to a maximum range of 120 ft away from you.