Revised Trickery Domain (5e Subclass)

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Revised Trickery Domain[edit]

The Trickery Domain from the Player’s Handbook is arguably one of the most underpowered subclasses in the game, from a 1st level feature that leaves a lot to be desired, to it’s over-reliance on Channel Divinity at later levels, to Divine Strike clashing with the subclass’s casty-er feel. This revision aims to be on-level with the rest of the Cleric Domains, while maintaining the subclasses intended original feel.

Domain Spells

Trickery Domain Spells[edit]

Cleric Level Spells
1st Charm Person, Disguise Self
3rd Invisibility, Detect Thoughts
5th Gaseous Form, Major Image
7th Freedom of Movement, Polymorph
9th Dominate Person, Modify Memory
Acolyte of Trickery

When you choose this Domain at 1st level, you gain proficiency in Thieves Tools, and one of the following skills of your choice: Deception, Sleight of Hand, or Stealth.

Mage Hand Legerdemain

Also starting at 1st level, you known the Mage Hand cantrip. This counts as a Cleric cantrip for you, but does not count towards your number of Cleric cantrips known. Additionally, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

Channel Divinity: Invoke Duplicity[edit]

Starting at 2nd level, 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.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, you and your allies have advantage on attack rolls made against enemy creatures within 5 feet of the illusion.

Magical Ambush

Starting at 6th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Soul of Deceit

Starting at 17th level, you can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.




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