Base Class: Cleric
While most clerics channel their divine energy in the focus of purity and life, some exploit the lines between light and illusion as a form of trickery; utilizing divine light to fool and to dazzle onlookers. These clerics manage to utilize these "tricks of the light" to assist in their endeavors, as trickery guides their divine energy into illusory light. These are the clerics of the Mirage Domain.
Clerics of the Mirage Domain are drawn to the mischief that stands against the righteous branding of most gods. Most mirage clerics follow a trickster deity, finding the self-righteous and holy allure of most light deities to be unappealing. Their mildly chaotic personalities make for bright disruptive forces in society, striving for the change and renewal that their light provides. Their relationship with their god may be less of that of a worshipper, and more of the admiration one may find in a role model or friend. Mirage clerics are called to the adventuring life to seek that change and renewal by carrying the mischief of light to the world.
Blessing of the Trickster
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 effect lasts for 1 hour or until you use this feature again.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
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.
Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.