Base Class: Cleric
Masters of Illusion, Enchantment, or Conjuration, and sometimes all three, Clerics of the Mystique domain often worship Gods of Thieves, Lies or Deceit, Magic, or Music, in some cases. Gods that fall under this domain include Cyruk, Mask, Sehanine Moonbow, and Mystra. Clerics of this domain often times are seen as outcasts by other clerics of different faiths, preferring to stay away from crowds or people, while others openly accept their gifts, using them for entertainment or open thievery.
Novice Magician
Starting at first level when you take this domain, you gain the ability to cast Minor Illusion at will. Additionally, you become proficient in Performance
Master of Mischief
When you select this domain at first level, you become a master of deceitful techniques. When you cast a spell of 1st level or higher that targets a single creature, (so long as that spell is of the enchantment, illusion, or conjuration schools) that creature; as long as they cannot see you or are unaware of your casting the spell, have disadvantage on their saving throw to resist the spell or you have advantage on the attack roll for the spell. You can use this ability a number of times equal to your wisdom modifier (minimum of 1). Once you have expended all uses, you must take a long rest before using this ability again.
Channel Divinity: Misdirection
Starting at 2nd level, you can use your Channel Divinity to confuse or otherwise bewilder your foes.
As an action, you present your holy symbol, and a number of creatures equal to your wisdom modifier (minimum of 1), that you choose within 30 feet of you that you can see must make a charisma saving throw provided that the creature can both see and hear you. If the creature fails it’s saving throw, it is charmed by you, and seemingly ignores whatever you are trying to hide from it’s purview. This item or creature that you are hiding becomes visible to them if it causes them any harm. The effect immediately ends if you or any of your allies attack the creatures affected. If a creature succeeds on it’s saving throw, it has no idea there was an attempt to charm it. One of the affected creatures allies can use it’s action to end the effect an affected creature. This effect lasts for one minute or until you end it early as a bonus action or it ends early due to outside circumstances.
Bending Reality
At 6th level, when you cast a spell that targets a single creature, you can instead target 2 creatures, and so long as they are within range of the original spell. If the range of the original spell was self, it now becomes 5ft.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Intertwining Realities
At 17th level, you have become a master of bending reality to your will. As an action, you can channel your divine magic into a wellspring of illusion and conjuration magic. You can choose a point within 60 feet of you. When doing so, you can completely reshape the area into any form you see fit, causing that area to permanently be changed. You could create a bridge over a ravine, repair a torn down building, replace a meadow with a thriving pond, the possibilities are endless. You cannot, however, replace any living creature, or create any living creature. You can, however create non-conscious plant life such as trees, shrubs, grass, etc. Additionally, you can create non-sentient humanoids, like visible versions of the Unseen Servent. These non sentient visible humanoids last only an hour, and then disappear. The land, building, or structure you create once the hour passes becomes real and settles into it’s spot.
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