Cleric
Base Class: Cleric

In Skyrim, thieves are plentiful, and worship Lady Nocturnal to protect them in their pursuits and bring them luck. Thieves who are champions of Lady Nocturnal are called Nightingales are provided with magical prowess to protect them and make them prolific. Nightingales are part of legends that are told across thieves guilds and are often not believed to be true. These masters of the shadows though, crawl the lands and never get caught.

Domain Spells

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

Thief Domain Spells

Tools of the Trade

When you choose this domain at 1st level, you gain proficiency in Stealth and Thieves Tools.

You also learn the use of Thieves Cant that can be used to communicate with the others who work in the shadows.

Channel Divinity: Agent of Stealth

Starting at 2nd level, you can use your Channel Divinity to hide among the shadows. When you make an stealth check, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the check succeeds .

Channel Divinity: Agent of Strife

Starting at 6th level, you can use your Channel Divinity to drain vitality from your foes and heal yourself.

An Agent of Strife uses darkness for their own benefit. They are granted this power that creates a cord between them and their foes. This cord draws health from said foe while giving health to you.

As an action, you can use your Channel Divinity to attack a creature within reach with a melee spell attack. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Agent of Subterfuge

At 17th level, you can use your Channel Divinity to cause chaos to give you just enough time to choose your options wisely.

An Agent of Subterfuge uses darkness to obscure others' thoughts and judgement. They are granted the power which forces targets in the area of effect to attack anybody on sight, allowing the Agent to take advantage of the chaos to gain the upper hand.

As an action, you can make creatures in 20ft radius sphere within 60ft to make a Wisdom Saving throw. Creatures who are immune to being charmed succeed automatically. On a failure, the creatures attack the closest neighbor that they can see for one turn. You can only use this feature one per long rest.

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