Base Class: Cleric
Thamar, the Dark Twin, claims that she wants to liberate minds and free them from the shackles of morality, and her priests follow this creed doggedly. Many of them find their niche in the criminal underworld, but even those who are paid handsomely for their services earn additional money by offering to remove—or bestow—curses and diseases.
On the whole, Thamar’s priests are an individualistic lot. There is no single church with authority over the Dark Twin’s worshippers, and it is rare even for two septs in the same city to share the same goals. The followers of Thamar seek profit, pleasure, and power, and they see nothing wrong in dealing with infernals or using necromancy—provided that the Thamarite is the primary beneficiary of such an exchange, of course.
Wily and cunning, Thamarite priests often use unwitting accomplices to accomplish their agendas. Thamar advocates the use of any shortcuts to power; in the eyes of the Dark Twin, treason, murder, deception, and betrayal are all tools of the trade. The path of ascension—which, according to Thamar’s teachings, involves attaining complete freedom from conventional morality—is essential to Thamarites, although many become too distracted by the lust for power to stay on this path for long.
Despite the general mistrust they inspire among non-Thamarites, not all who worship Thamar are evil or diabolical. During the Claiming, the Dark Twin’s followers allied with their Morrowan counterparts to oppose the infernal invaders, although these alliances were always destined to be tenuous and short-lived. In the absence of a mutual threat since the Battle of Henge Hold, many Thamarites have returned to their old, secretive ways.
Like other entities who see value in guile above obedience, Thamar has many worshippers who straddle the line between criminal and cleric. These devotees are seldom interested in healing the sick and wounded; instead, they wield divine magic for the purpose of acquiring higher power and punishing those who would stand in their way.
Initiate of Deception
When you choose this domain at 1st level, you gain proficiency in the Deception skill. In addition, you know the eldritch blast cantrip. This cantrip counts as a cleric cantrip
for you, but it doesn’t count against the number of cleric cantrips you know.
Shrouded Magic
At 1st level, you learn to weave magic with a subtlety others lack. You can suppress the verbal and somatic components of your spells to a point where only those who are paying close
attention can notice them, and your spells do not produce spell runes when cast. If you are hiding from the target of a spell when you cast it, make a Charisma (Deception) check
contested by the creature’s Wisdom (Insight) check. If you win the contest, you remain hidden.
Channel Divinity: What You Can't See
Starting at 2nd level, you can use your Channel Divinity to augment your magical powers to afflict others, robbing them of their ability to see your actions. When you cast a spell that deals damage to one or more creatures, you can use your Channel Divinity to add your Wisdom modifier to the damage. Any creature you damage with this modified spell
must succeed on a Wisdom saving throw or be blinded until the end of your next turn.
Unwitting Ally
At 6th level, you can bind another creature to your will as an unwitting ally. As a bonus action you can expend a spell slot to mark a creature you can see within 30 feet of you with an occult brand. When you cast a spell, you can choose to use the marked creature to determine the range and point of origin of the spell, after which the creature is no longer marked. A marked creature must be within 150 feet of you for you to use the creature in this way. The creature remains marked for a number of hours equal to the level of the spell
slot you expend.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Irrefutable Power
At 17th level, your pursuit of power reaches its ultimate end. When a creature you can see makes a saving throw caused by one of your spells, you can expend a use of your
Channel Divinity to cause the saving throw to be made with disadvantage. If the result is a failure and your spell damages the target, you also mark your target as described in the
Unwitting Ally feature for 1 hour without expending a spell slot, regardless of range.
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