Fool the senses, and move them into your traps

Created by FadeShock

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kobo

Mistral

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Jesper Ejsing

Merfolk Trickster

AngusBurgers

Nilbog

 

 

Deceit

Gods of trickery, deceit, and traps – 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 a 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.

Deceit Domain Spells
Cleric Level Spells
1st Fog Cloud, Grease
3rd Pass Without Trace, Spike Growth
5th Hypnotic Pattern, Major Image
7th Dimension Door, Greater Invisibility
9th Animate Objects, Transmute Rock

Bonus Cantrip

When you choose this domain at 1st level, you gain the minor illusion cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Earthshaper

Also at 1st level, you are capable of shifting around earth, such as dirt and stone, to create and form simple traps. As an action, you can manipulate a portion of dirt, stone, or other earthen material that you can see within 30 feet of you that would fit within 4 5-foot cubes. You can manipulate it in one of the following ways:

  • The area you target is excavated, breaking down and flowing out before reforming in an unoccupied space of your choice within 10 feet of the original point. This movement movement doesn’t involve enough force to cause damage. However, a creature that is on the surface being excavated must succeed on a Dexterity saving throw against your spell save DC, falling prone on a failure. You may choose to excatave the earthen material underneath the surface of the chosen point instead, forming a fragile surface. A creature that steps on to this fragile surface must also make the same saving throw. A creature that is not aware of the fragile surface can choose to make a Wisdom (Perception) check against your spell save DC to notice it.
  • If the material you target is on a vertical surface (such as a wall) or a ceiling, you can create rough handholds, allowing creatures to gain a climbing speed equal to their walking speed when they attempt to climb the given surface. If the handholds are on a wall, they may climb on the ceiling (though must use their hands to hold on).
  • If the earthen material you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
  • If all the cubes are adjacent to one another, you can instead choose to create a pitfall in each cube, which extends 10 feet deep, covered by a fragile surface. A creature that steps on to this fragile surface must make a Dexterity saving throw against your spell save DC or fall into the pit. A creature that is not aware of the fragile surface can choose to make a Wisdom (Perception) check against your spell save DC to notice it.

When you use this feature, you can choose where the 5-foot cubes are so long as they are within range, and can have them be separate or adjacent to one another. Each cube can be manipulated in the same way, or have a different manipulation.

You can only have up to 8 5-foot cubes affected at a time. If you attempt to use this feature past the maximum, you must choose which new cubes to use and which of the old cubes to end in order to meet the maximum.

Channel Divinity: Form Trap

Starting at 2nd level, you can use your Channel Divinity to create traps to handle your opponents.

As an action, you create one of the following traps at a point you can see within 30 feet of you:

  • Pitfall. A 20-foot square centered on the point you can see becomes a pitfall covered in illusion magic that is hidden to creatures except for you and allies. The pitfall is 20 feet deep. A creature the trap is hidden can make a Wisdom (Perception) check against your spell save DC to find the trap. A creature that first enters or begins its turn within the pitfall area must succeed on a Dexterity saving throw or fall into the pit. The walls of the pitfall are incredibly smooth and magically reinforced, preventing burrowing and using climbing speed. The walls also impose disadvantage on checks made to climb out. This trap vanishes after 10 minutes have passed, and creatures within the pit are gently pushed back up as the earth fills back in.

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  • Darts. You form 3 magically-concealed dart traps. Each dart trap occupies a 5-foot cube of your choice within range. When a creature that is not you or your allies first enters or starts its turn within a 10-foot radius of a dart trap, it must succeed on a Dexterity saving throw against your spell save DC or take 3d6 piercing damage and must succeed on a Constitution saving throw (DC 15) or become poisoned until the end of the next round. A creature can make a Wisdom (Perception) check against your spell save DC to spot the trap. A dart trap vanishes after it has been triggered 5 times. All dart traps that have not vanished early vanish after 10 minutes.
  • Rolling Sphere. You create a boulder dispenser, hidden from sight through an illusory veil. A creature that first enters or starts its turn within a 15-foot radius of the dispenser causes a magically constructed boulder to roll out in the direction of the creature. Roll initiative for the boulder, which has a +8 bonus and a movement speed of 40 feet. On its turn, the boulder actively tracks and rolls after the creature that triggered it, only stopping at the end of 2 rounds or after it has impacted the creature. The boulder can move through the spaces of other creatures, treating it as difficult terrain. When the boulder gets within 5 feet of its target, the target must succeed on Dexterity saving throw against your spell save DC or take 8d6 magical bludgeoning damage and be knocked prone. On a success, the boulder crumbles and is destroyed. A boulder also crumbles if it has not hit its target at the end of 2 rounds. A creature can only trigger this trap once. This trap vanishes after it has been triggered 3 times. A creature can make a Wisdom (Perception) check against your spell save DC to spot the trap. If the boulder dispenser has not vanished early, it vanishes after 10 minutes have passed.

When you use this feature, you and creatures you deem as allies are immune to these traps, not activating the Darts or Rolling Sphere, and being able to walk over the illusory surface of the pitfall.

Improved Earthshaper

Starting at 6th level, when you use your Earthshaper feature, you can target up to 6 5-foot cubes instead of 4. Your cube maximum also increases from 8 to 16.

Avoider

At 8th level, your deity grants you power to avoid traps made. You can hover up to 5 feet off of the ground, allowing you to ignore difficult terrain and other effects that would normally be on the ground.

Sphere of Immolation

At 17th level, you can make a weaker copy of the most famous trap of all: The Sphere of Annihilation.

As an action, you create a small hole in the multiverse, surrounded by a divine magic field, protected by your deity, in an unoccupied space within 10 feet of you. The hole encompasses the entire 5-foot space. As part of the action used to summon it, and as a bonus action on each of your following turns, you can move the hole up to 30 feet in a direction of your choice. Any unsecured objects that are nonmagical that pass through this hole are obliterated, as are any forces, such as that created by unseen servant.

The hole can also pass through the space of creatures unhindered and can share a space with a creature. A creature that passes through the hole, whether it’s from the hole passing through them or being moved into the hole’s space, immediately takes 10d6 force damage. A creature that beings or ends its turn within the hole’s space also takes this damage.

This hole lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).

You can create a Sphere of Immolation twice per long rest. If you have no uses remaining, you may expend a spell slot of 6th-level or higher to summon it again.

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oko

stain

Chris Rallis

Oko, the Trickster

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icefox

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Optional Features

Various homebrewed features that can be used in order to enhance Deceit’s theme further.

Enchantment and Illusion

At the DM’s discretion, you can prepare any spell from the Enchantment and Illusion schools of magic from the Wizard spell list.

Mold Earth

At the DM’s discretion, you can learn the mold earth cantrip in addition to the minor illusion cantrip. It does not count against the number of cleric cantrips you know.

Compatibility with Fade’s Cleric

You gain the 1st-level spells from your Domain Spells at 2nd level instead of 1st level.

You gain Bonus Cantrip and Earthshaper at 2nd level instead of 1st level.

kitsune

Sarah Stone

Vulpinal Agathion