dauntless/content/Classes/Cleric/Trickery Domain.md
2026-03-08 21:51:42 -06:00

4.1 KiB
Raw Blame History

source
Labyrinth Worldbook

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Gods of the Trickery Domain are known to beguile, manipulate, and distract their flock as often as their enemies. Adherents of this domain are encouraged to take what they wish, cause mischief where possible, and gather secrets to share among their congregation—for information is power when used properly.

Trickery Domain Progression
Cleric Level Features
3rd Channel Divinity: Tricksters Feint, Divine Guile, Duplicitous Spellcraft, Trickery Domain Spells
7th Beguiling Illusions
11th Greater Ruse
15th Splitting Image

Trickery Domain Spells 

3rd-Level Trickery Domain Feature 

You gain domain spells at the cleric levels listed in the Trickery Domain Spells table. If these additional spells include a ritual spell, that spell is added to your available ritual spell list. The spell functions as a normal ritual spell but doesnt count against the total number of ritual spells you know.

Crafting Domain Spells
Cleric Level Spells
3rd detect thoughts, disguise self, pass without trace, silent image
5th gaseous form, major image
7th confusion, greater invisibility
9th animate object, mislead

Channel Divinity: Tricksters Feint 

3rd-Level Trickery Feature 

You can use your Channel Divinity to hide yourself and others from prying eyes.

Whenever you roll initiative, you can use your Channel Divinity to cause yourself and each creature of your choice within 10 feet of you to become invisible until the end of their next turn or until they attack or cast a spell. While invisible, creatures make no noise while moving. 

Divine Guile 

3rd-Level Trickery Feature 

You can use your WIS modifier instead of CHA when you make a Deception, Intimidation, or Persuasion check. Alternatively, you can add your WIS modifier to a Sleight of Hand or Stealth check. You can use this feature a number of times equal to your PB. You regain all expended uses when you finish a long rest.  

Duplicitous Spellcraft 

3rd-Level Trickery Feature 

You learn the minor illusion cantrip if you dont know it, and it does not count against the number of cleric cantrips you know. When you cast a spell with a range of touch, illusions you have created can deliver the spell as if it were the caster. You must be able to see your illusion for it to deliver the spell. It uses your spellcasting modifier for any attack roll required by the spell. 

Beguiling Illusions 

7th-Level Trickery Feature 

When you create an illusion, you and your allies have advantage on attack rolls against creatures within 5 feet of that illusion until the end of your next turn. Creatures within 5 feet of an illusion you create have disadvantage on WIS (Perception) checks made to see or hear anything other than your illusion. 

Greater Ruse 

11th-Level Trickery Feature 

You can use Channel Divinity: Tricksters Feint as a reaction whenever you or a creature within 10 feet of you would be seen by a creature.

Additionally, when you use Channel Divinity: Tricksters Feint, the invisibility lasts the duration and does not end early if a creature attacks or casts a spell. While under the effects of Tricksters Feint, you gain the following benefits:

  • Your speed is doubled.
  • You can cast spells without supplying the verbal spell component.
  • You have resistance to non-magical damage.

Splitting Image 

15th-Level Trickery Feature 

You can cast invisibility without expending a spell slot or verbal, somatic, or material components. When you target a creature other than yourself with invisibility, an illusory duplicate of that creature appears in the targets space for the duration. The illusory duplicate appears completely real, including smells, sounds, temperature, and voice. As a bonus action on each of your turns, you can move the illusory duplicate up to 30 feet. A creature can inspect the duplicate carefully with a successful WIS (Investigation) check against your spell save DC. On a success, the creature understands it is an illusion.