Cleric
Base Class: Cleric

The Deception Domain celebrates illusion, misdirection, and cunning, but for clerics of the Veiled Covenant, these are not mere tools, they are doctrine. These clerics serve Asmodeus, Lord of Deception, by reshaping reality through belief, bureaucracy, and betrayal. They do not conquer with armies, they rewrite the rules of power and make others believe it was always so.

The Veiled Covenant is the most insidious expression of this domain. Founded in the shadows of a collapsing pantheon, it thrives in courts, cults, and kingdoms, where truth is a liability and masks are sacred. Its clerics are diplomats, infiltrators, and architects of collapse, agents of divine fiction whose lies become law.

This domain is favored by gods of deception, ambition, and control. Clerics of the Covenant often operate in secret, manipulating institutions from within and rewriting history one whisper at a time.

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Veiled Covenant Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Prepared Spells
3 Disguise Self, Charm Person, Command, Silent Image
5 Suggestion, Mirror Image
7 Major Image, Nondetection
9 Greater Invisibility, Modify Memory

Level 3: Mask of Authority

You gain proficiency in Deception and Insight. Additionally, when you cast a spell that charms or deceives a creature, you may choose to gain advantage on your next Charisma check made against that creature before the end of your next turn.

You also learn the Minor Illusion cantrip if you don’t already know it.

Level 3: Whispering Veil

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to implant a divine falsehood.

Choose one creature within 30 feet. That creature must make a Wisdom saving throw. On a failed save, it believes a single false statement you choose (e.g., “Your allies betrayed you,” “You are dying,” “I am your commander”) for 1 minute. The belief must be plausible and simple.

While under this effect, the creature cannot target you with harmful actions unless it succeeds on a saving throw at the start of its turn. The effect ends early if the creature is presented with undeniable evidence or takes damage from you.

Level 6: Echo of the Mask

You become a vessel of divine impersonation. When you take damage from a creature, you may use your reaction to become magically obscured until the start of your next turn. While obscured:

  • Attack rolls against you are made with disadvantage.

  • You may move up to 10 feet without provoking opportunity attacks.

  • You may choose to appear as another creature you’ve seen within the last 24 hours.

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

Level 17: Sovereign of the Masquerade

You become the living mask of Asmodeus’ will. As a Magic action, you invoke the Sovereign Masquerade:

  • You gain immunity to charm and psychic damage for 1 minute.

  • You may cast Modify Memory once per round without expending a spell slot.

  • Enemies within 30 feet must make a Wisdom saving throw or become incapacitated by confusion and doubt for 1 minute.

  • Allies within the area cannot be targeted by divination magic or scrying for the duration.

Once you use this feature, you must finish a long rest before using it again.

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