Base Class: Cleric
Clerics of the Dark Sun indulge in intrigue in every land. They avoid plunging realms into widespread war, instead manipulating circumstances to their advantage. With powers of diguise and mind-alteration, these priests are often sent as spies or advisors to sow discord where it will have the greatest impact. But a life surrounded by enemies makes being able to defend yourself of the utmost important. A skilled warrior, your use of armour and weapons is interwoven with your connection to the divine. Your thoughts are often invaded by voices, sometimes guiding you, sometimes remind you of past trauma, but often commanding you. You feel a sense that the source of these voices is linked with your god who, depsite reservations, continues to have a hold over you and your divine powers.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Blessed Manipulator
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Persuasion and Deception checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Invoke Duplicity
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, 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.
Battle Priest
Starting at 6th level, if you use your action to Attack, then you can make another Attack as a bonus action.
As a battle-hardened warrior priest, you're skill in combat is intertwined with your connection to the divine. Between every long rest, you can use this talent the same number of times as your Wisdom modifier.
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 radiant 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. As a bonus action 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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