Trickery Domain (Revised)

Gods of Trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—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. Their clerics are disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Trickery Domain Spells
Cleric Level Spells
1 charm person, disguise self
3 pass without trace, mirror image
5 blink, major image
7 dimension door, polymorph
9 dominate person, modify memory

Master of Mischief

When you choose this domain at 1st level, you gain the Minor Illusion cantrip if you don't already know it. You also gain proficiency in one of the following skills of your choice: Deception, Stealth, Persuasion, or Sleight of Hand.

Blessings of the Trickster

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, as an action, you 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.

The illusion is utterly indistinguishable from you, and cannot be destroyed or dispelled. Physical contact with the illusion reveals it to be false, but does not make it disappear, and does not make the one who made contact with it any better at discerning the illusion.

Cloak of Shadows

Starting at 6th level, you can invoke your deity to vanish into thin air.

As an action, you or a creature you can see within 30 feet becomes invisible until the end of their next turn. The target becomes visible if they attack or cast a spell.

You can use this feature 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 energy—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, you can create up to 4 duplicates of yourself, instead of 1, whenever you use Invoke Duplicity. When you move them, you can move any number of them, and when you swap places with them, you can swap places with one of them.

Additionally, whenever a creature hits one of your duplicates with an attack, that creature takes psychic damage equal to your Wisdom modifier (minimum of 1) if you're not incapacitated.