P r o f i c ie n c ie s
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Insight, Religion
T r i c k e r y D o m a i n S p e l l s
B l e s s in g o f t h e T r i c k s t e r
Starting when you choose this domain at 1st level, you
can use your action to touch a w illing 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.
C h a n n e l D i v i n i t y : In v o k e D u p l i c i t y
Starting at 2nd level, you can use your Channel Divinity
to create an illusory duplicate o f 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 o f 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 o f 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 o f 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.
C h a n n e l D i v i n i t y : C l o a k o f Sh a d o w s
Starting at 6th level, you can use your Channel
Divinity to vanish.
As an action, you become invisible until the end o f your
next turn. You become visible if you attack or cast a spell.
D i v in e St r i k e
At 8th level, you gain the ability to infuse your w eapon
strikes with poison—a gift from your deity. Once on each
o f 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.