Prerequisites: N/A
Benefit:
Trickery Domain Spells
1st: charm person, disguise self
3rd: mirror image, pass without trace
5th: blink, dispel magic
7th: dimension door, polymorph
9th: dominate person, modify memory
Bonus Proficiencies
At 1st level, you gain proficiency with shortswords, rapiers, hand crossbows, and longswords and learn the Minor Illusion cantrip. You also gain proficiency in one of the following skills of your choice: Deception, Sleight of Hand, or Stealth.
Blessing of the Trickster
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.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity as an action to create a perfect illusion of yourself that lasts for 5 minutes, 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. On your turn, you can move the illusion up to your movement speed to a space you can see, but it must remain within 60 feet of you.
For the duration, you can cast spells and speak as though you were in the illusion’s space, but you must use your own senses. Additionally, as an action, you may swap positions with your illusion if you can see it. This swap is done perfectly so it is impossible to tell that you have swapped places, and can be done before or after moving yourself or your illusion.
Cloak of Shadows
Starting at 6th level, you can vanish under the guise of shadow. As a bonus action, you become invisible for 1 round. You become visible if you attack or cast a spell. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine power —a gift from your deity. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Duplicity
At 17th level, whenever you use Invoke Duplicity, you can create up to 4 duplicates of yourself instead of 1. When you move them, you can move any number of them, and you may swap places with any of the illusions as a bonus action.
Additionally, whenever a creature hits one of your duplicates with an attack, that creature takes psychic damage equal to your Cleric level + your Wisdom modifier.
Normal: