Jed is one of the thirteen Minor Deities. He is a Death and Trickery deity. His fields are darkness and poisons.
Deities Overview
At 1st level, you gain proficiency with martial weapons.
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Starting at 2nd level, when you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Starting at 6th level, necrotic damage dealt by your cleric spells and Channel Divinity options ignore resistance to necrotic damage.
At 8th level, 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, when you casts a necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
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.
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, 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.
Starting at 6th level, as an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
At 8th level, 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.
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.
Death Domain
Hit Points
Hit Dice: d8 per Death Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric
Proficiences
Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric
Subclass Options
Death Domain Spells
Cleric Level | Spells |
---|---|
1st | False Life, Ray of Sickness |
3rd | Blindness/Deafness, Ray of Enfeeblement |
5th | Animate Dead, Vampiric Touch |
7th | Blight, Death Ward |
9th | Antilife Shell, Cloudkill |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons.
Reaper
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Channel Divinity: Touch of Death
Starting at 2nd level, when you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Inescapable Destruction
Starting at 6th level, necrotic damage dealt by your cleric spells and Channel Divinity options ignore resistance to necrotic damage.
Divine Strike
At 8th level, 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Reaper
Starting at 17th level, when you casts a necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Trickery Domain
Hit Points
Hit Dice: d8 per Trickery Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric
Proficiences
Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric
Subclass Options
Trickery 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
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 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.
Channel Divinity: Cloak of Shadows
Starting at 6th level, as an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Divine Strike
At 8th level, 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.
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.
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