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Cleric Domain: Guile

Divine Domain: Guile


Hit Points

Hit Dice: d4 per Divine Domain: Guile level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

GUILE DOMAIN SPELLS   Cleric Level Spells   1st bleed, cause fear   3rd Roth’s madness, chains of Ekris   5th dark fire, bestow curse   7th Stacia’s hellfire, stygian abyss   9th scourge of Khorva, Aiden’s ghostly shroud   INITIATE OF DECEPTION When you choose this domain at 1st level, you gain proficiency in the Deception skill. In addition, you know the eldritch blast cantrip. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know.   SHROUDED MAGIC At 1st level, you learn to weave magic with a subtlety others lack. You can suppress the verbal and somatic components of your spells to a point where only those who are paying close attention can notice them, and your spells do not produce spell runes when cast. If you are hiding from the target of a spell when you cast it, make a Charisma (Deception) check contested by the creature’s Wisdom (Insight) check. If you win the contest, you remain hidden.   CHANNEL DIVINITY: WHAT YOU CAN’T SEE Starting at 2nd level, you can use your Channel Divinity to augment your magical powers to afflict others, robbing them of their ability to see your actions. When you cast a spell that deals damage to one or more creatures, you can use your Channel Divinity to add your Wisdom modifier to the damage. Any creature you damage with this modified spell must succeed on a Wisdom saving throw or be blinded until the end of your next turn.   UNWITTING ALLY At 6th level, you can bind another creature to your will as an unwitting ally. As a bonus action you can expend a spell slot to mark a creature you can see within 30 feet of you with an occult brand. When you cast a spell, you can choose to use the marked creature to determine the range and point of origin of the spell, after which the creature is no longer marked. A marked creature must be within 150 feet of you for you to use the creature in this way. The creature remains marked for a number of hours equal to the level of the spell slot you expend.   POTENT SPELLCASTING Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   IRREFUTABLE POWER At 17th level, your pursuit of power reaches its ultimate end. When a creature you can see makes a saving throw caused by one of your spells, you can expend a use of your Channel Divinity to cause the saving throw to be made with disadvantage. If the result is a failure and your spell damages the target, you also mark your target as described in the Unwitting Ally feature for 1 hour without expending a spell slot, regardless of range.


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