Base Class: Cleric
These clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Domain Spells
At 1st Level, You gain domain spells at the cleric levels listed in the Duplicity Domain Spells table below:
Duplicity Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | Charm Person, Disguise Self |
| 3rd | Mirror Image, Invisibility |
| 5th | Counterspell, Major Image |
| 7th | Dimension Door, Polymorph |
| 9th | Dominate Person, Modify Memory |
Bonus Cantrip and Proficiencies
At 1st Level, You learn the Minor Illusion cantrip, and you gain proficiency in martial weapons as well as one of the following skills of your choice:
Deception, Performance, Stealth, or Sleight of Hand.
Sowing of Chaos
At 1st Level, You can deliver unto the willing, through a beguiling blessing, the sowing of chaos within. As an Action, you can cast the Pass without Trace spell without the need for spell components, expending a spell slot, or maintaining concentration. However, you cannot cast Pass without Trace again for the duration, whether through this feature or if you can cast the spell normally. Additionally, a creature affected by Pass without Trace cast in this way has advantage on Charisma (Deception, Intimidation, Performance and Persuasion) checks and Dexterity (Acrobatics, Sleight of Hand, Stealth, Initiative) checks for the duration, even while outside of the 30 ft. radius of the spell.
You can use this feature up to an amount of times per short or long rest equal to your Proficiency bonus.
Channel Divinity: Illusory Ruse
At 2nd Level, You can use your Channel Divinity to create, through divine means, an illusory duplicate of yourself.
As a Bonus Action, you can create an illusion that is perfectly formed in your exact image. So exact, that other creatures may mistake it for you. However, you can allow any creature of your choice to perceive this illusion as though it were feintly transparent (no Action required). Alterations to your appearance, such as a change of clothes or invisibility, apply to the illusion as well. This illusory duplicate appears in a space you can see within 60 ft. of you when created, lasts for one minute, and you maintain concentration on it as if it were a spell. If your concentration on maintaining the illusion is broken by failing a Constitution saving throw, you can expend a spell slot of any level to succeed the saving throw instead. On your turns, you can move your duplicate up to an amount of feet equal to your movement speed (no Action required). Despite being an illusion, your duplicate's movements can provoke Opportunity Attacks. If your duplicate is more than 120 ft. away from you at the end of your turn, it temporarily fades until you use a Bonus Action to summon it into in a space you can see within 60 ft. of you.
Additionally, while you are maintaining concentration on this illusion, you gain the following benefits:
Deceptive Echo. You can confuse your foes by convincingly posing your duplicate as yourself. When a creature targets an illusory duplicate with a positive effect, such as a healing spell, you can remotely become the target of that effect. Additionally, you can speak, make gestures, make Charisma checks, make weapon attacks, or cast spells as though you are in the space of an illusory duplicate. However, you must be using your own senses when doing so. Through these actions, creatures may find it difficult to discern which image of you is real, as they may believe that your duplicate is the real you.
Illusory Facade. To masquerade as an illusion, you become more illusory yourself. When you make a weapon attack, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. Additionally, you gain a flight speed equal to your movement speed and can magically hover while airborne. When you move in this way, creatures may find it difficult to discern which image of you is real, since your movements, much like a projected illusion, now ignore natural hinderences to mobility such as gravity.
Shadow Veil
At 6th Level, You learn to protect those in danger by veiling them in illusion and shadow. When you cast a spell that causes your target to become invisible, any creature of your choice (including yourself) that is targeted by the spell gains an amount of temporary Hit Points equal to your Wisdom modifier + your Cleric Level. A creature is also healed for this amount if targeted while having 0 Hit Points. While having temporary Hit Points in this way, a creature gains the following benefits, even if no longer invisible:
- It gains a +10 ft. bonus to its movement speed.
- Its movements do not provoke Opportunity Attacks.
- It regains the maximum number of Hit Points possible from any healing.
A creature is visible to you if it has temporary Hit Points in this way while invisible. This allows you to target the creature with healing spells or other positive effects that require visiblity of the target.
Improved Illusory Ruse
At 6th Level, Your duplicitous nature is further cultivated, improving your ability to utilize your divine duplicates. When you use your "Channel Divinity: Illusory Ruse" feature, your illusion now lasts for 10 minutes, and can create up to two illusory duplicates, instead of one. The maximum distance a duplicate can be from you before temporarily fading expands to 180 ft., from 120 ft. The Bonus Action you use to summon a duplicate faded in this way summons all faded duplicates at once.
Additionally, while you are maintaining concentration on this illusion, you gain the following additional benefits:
Autonomous Decoy. You can set up your duplicates as illusory decoys. As an Action, you can project a rudimentary personality onto an illusory duplicate, allowing it to make conversation on its own with those who interact with it, as though it were a creature with your Intelligence, Wisdom, and Charisma modifiers, as well as your skill proficiencies. This personality can have any inclination of your choice, causing the duplicate to act based on that inclination. For instance, you can give a duplicate's personality a flirtatious inclination, causing it to flirt with anyone it converses with. As part of this action, you can change the appearance of a duplicate, so long as the changes fit the parameters of the Disguise Self spell. This action can affect multiple duplicates at once, allowing you to give each one a different inclination and/or appearance, if you so choose. A duplicate affected in this way can retain its personality and change of appearance for a maximum of 10 minutes, until it fades, or until you end the effect (no Action required).
Chaotic Swarm. You and your duplicates swam in tandem, becoming a chaotic distraction. Disruptive auras are centered around you and each of your illusory duplicates, which fill the area within 5 ft. of each of you. If a creature (including yourself) is within at least 2 of these auras at once, attack rolls you see being made against it are made with either advantage or disadvantage (your choice), given how distracting the auras are to either the creature within them or to those targeting that creature. Through these auras, creatures may find it difficult to discern which image of you is real, since each image of you is emitting an arua, real or no.
Step of Misdirection. Through a clever, illusory teleport, you can further misdirect your enemies. When you create illusory duplicates through "Channel Divinity: Illusory Ruse", and then as a Bonus Action on each of your turns until the illusion ends, you can magically and undetecably switch places with an illusory duplicate, provided you can see it. Alternatively, you can either teleport an illusory duplicate into the space you occupy or teleport yourself into the space of a duplicate, provided you can see it. Through these actions, creatures may find it difficult to discern which image of you is real, since switching places with a duplicate in this way is undetectable and teleporting into a duplicate's space shuffles its image with yours.
Divine Strike
At 8th Level, You gain the ability to infuse your weapon strikes with venomous deceit or illusory chaos. 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 or psychic damage to the target.
At 14th level, the extra damage increases to 2d8.
Master of Duplicity
At 17th Level, You have mastered the art of illusory subterfuge, allowing you to employ all manner of trickery through your divine duplicates. When you use your "Channel Divinity: Illusory Ruse" feature, your illusion now lasts for one hour, and can create up to three illusory duplicates, instead of two. The maximum distance a duplicate can be from you before temporarily fading expands to 240 ft., from 180 ft. The Bonus Action you use to summon a duplicate faded in this way summons all faded duplicates at once.
Additionally, while you are maintaining concentration on this illusion, you gain the following additional benefits:
Duplicitous Sunder. Your duplicates are made real as you strike down foes in unison with them. Once per use of "Channel Divinity: Illusory Ruse", if you make a weapon attack, you can attack as though you are also within the space of all your illusory duplicates at once, rolling a seperate attack roll for each instance. You use your senses when doing so. Through this action, creatures may find it difficult to discern which image of you is real, since all your images are attacking in the same manner.
Storm of Shadows. Your illusion can multiply chaotically. Once per use of "Channel Divinity: Illusory Ruse", as a Bonus Action, you can have up to 4 additional illusory duplicates appear within 60 ft. of you. You can use your "Step of Misdirection" benefit as part of this action. If a duplicate takes damage while you have additional duplicates in this way, that duplicate fades and cannot be summoned back. One minute after using this benefit, you must select three of your duplicates. The selected duplicates remain for the duration of the illusion, while the rest fade and cannot be summoned back. By creating more duplicates in this way, creatures may find it difficult to discern which image of you is real, since there are more images of you to deduce from.
Trickster's Gambit. When danger arises, you can shift to fold yourself into your own illusion. Once per use of "Channel Divinity: Illusory Ruse", if you are hit by an attack or fail a saving throw against a harmful effect, you can use a Reaction to magically and undetecably switch places with one of your illusory duplicates, provided you can see it. That duplicate replaces you as the target of the attack/effect, afterwhich it temporarily fades as if it was out of range from you. Through this reaction, creatures may find it difficult to discern which image of you is real, since attacks/effects intended for you, through an undetectable switch, strike an illusion.
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Posted Jun 21, 2022That's a good point
But when I think of a trickster I think someone smart and cunning that uses magic to get their way(so buff the cantrip/spell damage) while the big ugly brutes use weapon
I don't expect or want you to change anything this is your work of art
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Posted Jun 19, 2022Thanks for the comment! I’m glad you like this subclass variant!
I was initially opposed to allowing weapon attacks for the duplicates myself. However there are 2 factors that ultimately tided me over to allowing it:
1) I specifically gave this trickery domain variant proficiency in martial weapons, which the vanilla version lacks access to. I figured it would be a wasted opportunity to not allow weapon attacks.
2) Most importantly of all, if you can weapon attack but your dupe can’t, it breaks the purpose of illusion and subterfuge. A smart enough enemy could deduce that the only image of you that is able to weapon attack is the real you, which defeats the whole purpose of this variant.
Hope that helps explain my thought process, and thanks again for the comment!
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Posted Jun 18, 2022I love what you did here, You made an impossible to hit trickster and that is what this subclass is all about.
However I don't think the Decoys should be able to make weapon attacks
That's it thanks for reading