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CLERIC |
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Cleric |
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Cleric: Divine Domain: Trickery |
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Gods of trickery are mischief-makers and instigators who stand as a
constant challenge to the accepted order among both gods and mortals. They’re
patrons of thieves, scoundrels, gamblers, rebels, and liberators. |
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Trickery Domain Features |
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Domain Spells Once you reach a
level in this class that allows you to cast spells of the appropriate level,
you always have the trickery domain spells prepared, and they do not count
against the number of spells you can prepare each day. If you have a
domain spell that doesn’t appear on the divine spell list, the spell is
nonetheless a cleric spell for you. |
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Blessing of the Trickster Starting
when you choose this domain at 3rd level, you can use your action to grant
yourself or a willing creature you touch advantage on Dexterity (Stealth) and
Charisma (Deception) checks. This blessing lasts for 1 hour. You
can use this ability once between short or long rests. Channel Divinity: Trickery’s Gift At
6th level, you can use your ‘channel divinity’ to bestow a blessing of
trickery on creatures of your choice within 30 feet of you as an action. This
gift lasts 1 minute. Blessed creatures gain the ability to turn invisible until
the end of its next turn as a bonus action. Once a blessed creature has used
this bonus action, that creature cannot use it again for the duration. Friend of my Enemy Beginning
at 10th level, you can target one creature within 15 feet whenever you use
you ‘channel divinity’. The creature must succeed on a Wisdom saving throw or
use its reaction to make a melee attack against another creature of your
choice within its reach. Divine Trickster When
another creature attacks you or forces you to make a saving throw, you can as
a reaction choose another creature within 60 feet of you. That creature must
immediately make a Wisdom saving throw. On a failed saving throw, you and the
target creature swap places, and the target creature becomes the target of
the triggering attack or effect. |
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