dauntless/content/Classes/Cleric/Trickery Domain.md
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source: Labyrinth Worldbook
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![[assets/94ede90ec41ad9442d406f9f0931837c_MD5.jpg|Polina | polunari]]
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.