Base Class: Cleric
Gods of trickery – such as the Traveler, the Moon Weaver, or the Ravens of the Skeleton Key– 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.
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature (including yourself) to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Additionally, you learn the minor illusion cantrip and it doesn't count against your number of cantrips known, and it counts as a cleric spell for you.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As a bonus action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. On your turn you can move the illusion up to 30 feet in any direction (no action required) to a space you can see, but it must remain within 120 feet of you.
For the duration, you have the following benefits:
- You can cast spells and make weapon attacks as though you were in the illusion’s space, but you must use your own senses.
- When both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
- Once per turn, you can magically swap places with your duplicate at a cost of 15 feet of your movement, regardless of the distance between the two of you.
Sudden Duplicity
Starting at 6th level, as a reaction to being the target of an attack or spell, you can magically swap places with your duplicate causing the attack or spell to miss you and strike your duplicate instead.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. 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 poison 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. On your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
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