Cleric
Base Class: Cleric

Clerics of this domain are called Spiders, and they take pride in
being devious. Those who take up the mantle of the Spider are
con artists, thieves, or sometimes they are clever, malevolent
tricksters eager to sharpen their skills of deception.
Whatever their motivation, for the greater good or for their
own selfish aims, Spiders are a force to be reckoned with.
They always have a trick up their sleeves, and the bigger the
con, the more favor they show to their god.

Domain Spells

Taking this domain gives you the following spells

1st disguise self, silent image
3rd pass without trace, suggestion
5th major image, tongues
7th confusion, polymorph
9th modify memory, seeming

Blessed Deciever

At 1st level, you gain proficiency in Deception and
Performance.

Channel Divinity: Subtle Influence

At 2nd level, you may use your Channel Divinity to
influence one creature with an Intelligence of 14 or lower.
Creatures immune to the charmed condition are not
affected. The creature must succeed on an Intelligence
saving throw (DC equal to your cleric spell save DC) or be
persuaded to follow your stated course of action (provided
it will not result in injury). The effect lasts for 10 minutes
or until the subject has completed the desired action,
after which the subject will have no memory or suspicion
regarding the action taken.

Channel Divinity: Knower of Secrets

Beginning at 6th level, you can use your Channel Divinity
to read a creature’s immediate surface thoughts without
resistance or detection. You may also choose to dig up a
secret hidden deep in the creature’s mind. A creature of
your choice within 60 feet must attempt a Wisdom saving
throw versus your spell save DC. On a failed save, you
learn a secret about the creature. The secret can be the location of a hidden object, the creature’s hidden agenda,
or a lie, for example.


If the creature succeeds on the saving throw, you can’t use
this feature on it again until you finish a long rest.

Sacred Deception

At 8th level, you have advantage on all Deception and
Performance ability checks. In addition, twice per long
rest you may convince an injured creature that its injuries
are less severe. This has the same effect of casting false life
on the creature.

Sly Spider

Starting at 17th level, your Subtle Influence ability becomes
permanent, and any creature with an Intelligence score
of 12 or lower has disadvantage when attempting the
Intelligence saving throw against it.

Comments

Posts Quoted:
Reply
Clear All Quotes