Cleric: Difference between revisions

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==== Domain Spells ====
==== Domain Spells ====
You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you.
''1st Level Trickery Domain Feature''<br>
You gain Domain Spells at the Cleric Levels listed in the Domain Spells table. You Know these Spells, always have them Prepared, they count as Cleric Spells for you, and they don't count against your number of Prepared Spells.
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==== Blessing of the Trickster ====
==== 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.
''1st Level Trickery Domain Feature''<br>
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.
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==== Channel Divinity: Invoke Duplicity ====
==== Channel Divinity: Invoke Duplicity ====
Starting at 2nd level, you can create an illusory duplicate of yourself.<br>
''2nd Level Trickery Domain Channel Divinity Option''<br>
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.<br>
You can 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 on this effect. The illusion appears in an unoccupied space that you can see within 30ft of you. As a Bonus Action on your turn, you can move the illusion up to 30ft to a space you can see, but it must remain within 120ft of you.<br>
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.
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 5ft 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.
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==== Channel Divinity: Cloak of Shadows ====
==== Channel Divinity: Cloak of Shadows ====
Starting at 6th level, as a Bonus Action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
''6th Level Trickery Domain Channel Divinity Option''<br>
As a Bonus Action, you become Invisible until the end of your next turn. You become visible if you Attack or cast a Spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Trickster Strikes ====
''8th Level Trickery Domain Feature''<br>
Your divine presence empowers your strikes. Choose one of the following features:
*'''Potent Spellcasting.''' You add your Wisdom Modifier to the Damage you deal with any Cleric Cantrip.<br>
*'''Divine Strike.''' You gain the ability to infuse your weapon strikes with the holy might. 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. When you reach 14th Level in this class, the extra Damage increases to 2d8.
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==== Improved Duplicity ====
==== Improved Duplicity ====
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.
''17th Level Trickery Domain Feature''<br>
You can create up to four duplicates of yourself, instead of one, when you use your Invoke Duplicity Channel Divinity Option. As a Bonus Action on your turn, you can move any number of them up to 30ft, to a maximum Range of 120ft.
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