Trickery Domain
Gods of trickery—such as thieves' deities, gods of mischief, and patrons of illusion—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of tricksters and rogues, and they push people to question longstanding traditions. Clerics who serve these gods are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, and laying low the powerful.
Trickery Domain Table:
| Level | Subclass Features Gained |
|---|---|
| 1st | Blessing of the Trickster, Domain Spells |
| 2nd | Channel Divinity: Invoke Duplicity |
| 6th | Channel Divinity: Cloak of Shadows |
| 8th | Divine Strike |
| 17th | Improved Duplicity |
Subclass Features
Blessing of the Trickster
1st-level Trickery Domain feature
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.
Domain Spells
You gain domain spells at the cleric levels listed below. See Divine Domain for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | charm person, disguise self |
| 3rd | mirror image, pass without trace |
| 5th | blink, dispel magic |
| 7th | polymorph, dimension door |
| 9th | dominate person, modify memory |
Channel Divinity: Invoke Duplicity
2nd-level Trickery Domain feature
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: Cloak of Shadows
6th-level Trickery Domain feature
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
8th-level Trickery Domain feature
At 8th level, you gain the ability to infuse your weapon strikes with poison. 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 \(2d8\).
Improved Duplicity
17th-level Trickery Domain feature
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet from you.