Treachery Domain
The deitycould be described as a selfish traitor and a murderer who ascended to godhood. As a god, they continued to plot elaborate plans of deception. Their worshippers call them the Prince(Princess) of Lies, a majestic deity who understands that trust and bonds always wither away.
TREACHERY DOMAIN SPELLS
| Cleric Level | Spells |
|---|---|
| 1st | bane, charm person |
| 3rd | black talon**, enemies abound* |
| 5th | fear, spirit guardians |
| 7th | dread blast**, phantasmal killer |
| 9th | dominate person, modify memory |
*spell found in Xanathar’s Guide to Everything
**spell found in Chapter 2
STRIFELEADER
When you choose this domain at 1st level, you have advantage on saving throws against effects that would cause you to be frightened, and you gain proficiency in martial weapons.
CHANNEL DIVINITY: SKULL EYES
Starting at 2nd level, you can use Channel Divinity to assault a creature’s mind.
As an action, you can use your Channel Divinity to target one creature within 30 feet of you, which must make a Charisma saving throw. On a failed save, the creature becomes under the effect of a confusion spell. The creature can make a Charisma saving throw at the end of each of its turns, ending the effect on a success.
The effect ends if you move more than 30 feet away from the target.
SKILLFUL LIAR
At 6th level, you gain proficiency in Deception and Insight if you aren’t proficient in those skills already. In addition, you gain advantage on saving throws against spells from the enchantment and illusion schools.
INSTINCTIVE CHARM
Beginning at 8th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided another creature is within the attack’s range. The attacker must make a Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to you, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
You must choose this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
CHANNEL DIVINITY: INDUCE MADNESS
Starting at 17th level, you can use Channel Divinity to drive a creature insane.
As an action, you can use your Channel Divinity to target one creature within 30 feet of you, which must make a Charisma saving throw. On a failed save, the creature falls under the effect of one randomly determined form of short-term madness. This effect can be removed with lesser restoration or similar magic.
The effect ends if you move more than 30 feet away from the target.

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