Cleric
Base Class: Cleric

Not all who serve the gods do so for upright reasons. Thieves' Guilds are often founded on the worship of deities of larceny, and will offer a portion of proceeds to their god. Sometimes, an especially talented (or desperate) thief is granted the boon of divine aid, and becomes a Cleric of this domain.

Cunning Skill

You gain proficiency with thieves' tools and the Stealth skill. Moreover, you also learn to speak, read, and write Thieves' Cant, the secret code of thieves' guilds and other rapscallions.

Larcenous Blessing

At 1st level, your deity assists you in your larcenous acts.

Whenever you make a Dexterity (Stealth or Sleight of Hand) check, or a check using your thieves' tools, you can add your Wisdom modifier (minimum of +1) to the result of the check.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain any expended uses when you finish a long rest.

Domain Spells

You always have certain spells prepared when you reach certain levels, as shown in the Thieves Domain Spells table. See the Divine Domain class feature for how Domain spells work.

Thieves Domain Spells

Cleric Level Spells
1st Fog Cloud, Sleep
3rd Arcane Lock, Pass Without Trace
5th Gaseous Form, Nondetection
7th Greater Invisibility, Secret Chest
9th Legend Lore, Passwall

 

Channel Divinity - Cloak of Thieves

At 2nd level, your deity helps you avoid detection.

As an action, you can grasp your holy symbol and cloak yourself in the mantle of your deity. For 1 minute, you become Invisible, and your movement does not produce any sound. This effect ends early if you attack, cast a spell, or force a creature or object to make a saving throw.

Light on Your Feet

Any good thief knows they must be light on their feet. 

At 6th level, you can take the Dash or Disengage action as a bonus action on your turn, but only if you are not wearing Medium or Heavy armor, wielding a shield, or wielding a weapon with the Heavy property.

Divine Strike

At 8th level, you can use your cunning to deal additional damage. Once per turn, when you hit a creature with a weapon attack, you can deal an additional 1d8 damage of the weapon's type. When you reach 14th level, this additional damage becomes 2d8.

Pilfer Potential

At 17th level, your larcenous skills rival those of the gods themselves, and gain the ability to pilfer magical potential itself.

As an action, you can touch a creature and steal one of its unexpended spell slots of 5th level or lower. If you have an expended spell slot of that level, you regain it. If you do not have an expended spell slot of that level, you temporarily gain a spell slot of that level, which you must use within the next minute - the spell slot is lost afterward.

Once you use this feature to steal a spell slot, you must finish a long rest before you can use it again. If you use this feature on a creature that does not have any unexpended spell slots, the effect fails, but the use of this feature is not expended.

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