Cleric (Trickery)
Hit Points
Hit Dice: d8 per Cleric (Trickery) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8>=2 +your Constitution modifier per Cleric level after 1st (minimum of 2 on the roll)
Proficiences
Armor: Light, Medium, Shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion and Religion
Overview & Creation
Class Features
Level 1
Domain Spells
Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Arcana Domain Spells
Cleric Level |
Spells |
1st |
Charm Person, Disguise Self |
3rd |
Mirror Image, Pass without Trace |
5th |
Blink, Dispel Magic |
7th |
Dimension Door, Polymorph |
9th |
Dominate Person, Modify Memory |
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.
Level 2
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to 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 (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, 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.
Level 3
Level 4
Ability Score Improvement
When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.
Level 5
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.
Level 6
Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Level 7
Level 8
Ability Score Improvement
For detail see
Ability Score Improvement
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with poison – 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Level 9
Level 10
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Level 11
Level 12
Ability Score Improvement
For detail see
Ability Score Improvement
Level 13
Level 14
Level 15
Level 16
Ability Score Improvement
For detail see
Ability Score Improvement
Level 17
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.
Level 18
Level 19
Level 20
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- A shield and a holy symbol
Spellcasting
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spell Slots
The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spell Slot Table
Level |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4 |
4 |
3 |
- |
- |
- |
- |
- |
- |
- |
5 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
6 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
7 |
4 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
8 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
9 |
4 |
3 |
3 |
3 |
1 |
- |
- |
- |
- |
10 |
4 |
3 |
3 |
3 |
2 |
- |
- |
- |
- |
11 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
12 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
13 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
14 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
15 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
16 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
17 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Subclass Options
Cleric Domain: Trickery
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 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.
Source: Player's Handbook
Suggested gods Mundus: Mehrunes Dagon,
Nocturnal,
Boethiah.