Cleric
Base Class: Cleric

I am not the original creator of this subclass. That credit goes to u/passthefist on Reddit. With their permission, I was allowed to post it on here, cause I think it's cool and deserves to be on here.

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.

Trickery Domain Spells

Cleric Level Spells

1st

charm person, disguise self

3rd

invisibility, pass without trace

5th

blink, counterspell

7th

dimension door, polymorph

9th

dominate person, modify memory

Bonus Cantrip

You learn the Minor Illusion cantrip.

Bonus Proficiency

At 1st level, you are proficient in two of the following skills of your choice: Forgery kit, Disguise kit, Poisoner’s Kit, and Thieves’ Tools.

Trickster’s Insight

Starting when you choose this domain at 1st level, you can attempt to learn something about a creature that will help you trick it. As an action you can make a Wisdom (Insight) check opposed by the target’s Charisma (Deception) check. If you succeed on this contest, then you have advantage on any Charisma checks against that creature for one minute. Once you successfully use this ability you can’t use it again until the completion of a short or long rest.

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 lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you, or optionally you can choose to become invisible while seamlessly leaving your illusory duplicate in the same space. This invisibility lasts until the end of your next turn, you attack a creature, or cast a spell. While your duplicate exists, you can speak and cast spells as though you were in the illusion’s space, but you must use your own senses. 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. Alternatively, you can use a bonus action to magically swap places with a duplicate up to 30 feet away from you. Any creatures that rely only on non-magical sight and sound for perception with a Passive Perception and Investigation score below your Spell DC fail to notice this switch. After your 8th level in this class, you can also channel your Divine Strikes through a duplicate. In place of the original attack, make a melee spell attack against a creature within 5 feet of a duplicate, and on a hit the target takes psychic damage equal to 1d8 plus your Divine Strike damage plus your Wisdom modifier. Additionally, when a hostile creature you can see moves out of the reach of a duplicate, you can use your reaction to make this same attack against that creature.

Deceptive Spellcasting

Starting at 6th level, when you cast a spell you can ignore the Vocal and Somatic components. You can use this a number of times equal to your Wisdom modifier, regaining 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 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use 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.

Previous Versions

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