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Illusion Domain

Devoss is tthe mischief-maker and instigator who stands as a constant challenge to the accepted order among both gods and mortals. He is the patron of thieves, scoundrels, gamblers, rebels, and liberators. His 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.  

Illusion Domain Spells

Cleric Level Spells
  • 1st--charm person, disguise self
  • 3rd--mirror image, Invisibility, pass without trace
  • 5th--blink, major Image
  • 7th--dimension door, greater invisibility
  • 9th--dominate person, modify memory

Blessings of the Trickster

At 1st level, you learn the minor illusion cantrip. Additionally, you gain proficiency in the Sleight of Hand and Stealth skills.  

Legerdemain

Starting when you choose this domain at 1st level, you can make an object you're holding invisible as a bonus action on your turn. The object remains invisible for 10 minutes or until you use it as part of the Use an Object action or as an object interaction on your turn, or until you use it to attack other creature or use it as a focus to cast a spell. The object also becomes visible again if you let go of it. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest.  

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 or you may trade places with it, 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, additionally at level 10, you may create an additional illusion.  

Channel Divinity: Over here and Over there

Starting at 6th level, you can use your Channel Divinity to vanish from sight. As an action, you become invisible until the end of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person. Immediately after you become invisible, you can teleport up to 30 feet to an unnocupied space that you can see.  

Illusionary Strike

At 8th level, you infuse your weapon attacks with illusionary magic. Targets of your melee attacks think that you are striking in areas that you are not as they see your attack arm in a different location, and thereby they don't get their Dexterity bonus added to their AC. At 14th level they don't gain the benefit from their shield either.  

Gambit of Gods

At 17th level, you can expend a use of your Channel Divinity to use any other cleric domain's Channel Divinity feature. Once you use another domain's Channel Divinity this way, you can't do so again until you finish a short or long rest.

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