Cleric
Base Class: Cleric

Domain for a cleric with two deities, a tricky and a healing deity

Blessing of the Trickster

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 Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Defender of Mortality

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell to restore hit points to a creature, the creature regains additional hit points equal to your spellcasting modifier plus the level of the spell you cast it at, as well as granting it temporary HP equal to your Proficiency Bonus.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

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.

Channel Divinity: Blessed Healer

Starting at 6th level, you can use your Channel Divinity to heal yourself as well.

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell that restores hit points to a creature other than you, you regain hit points equal to Wisdom modifier + the spell’s level. If you have no HP to heal back, any extra will convert into temporary HP

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.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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