Legends of Tolria
The Galactic Game

Subclass Compendium · Cleric

Domain of Trickery

A cleric domain for the unmarked priesthood — Black Meridian Syndicate clergy, Drownside Underchurch priests, and Echelon corporate-spirituality chaplains who serve gods that do not appear in any registry.

Identity

Trickery-clerics serve the gods nobody admits to. The patron-saint of the long con, the deity of the favor-network beneath the Echelon boardroom, the underchurch goddess that the Drownside undermarket prays to when a shipment has to disappear. They lie convincingly because their gods lie convincingly. They are kind to outsiders, generous to the desperate, and very dangerous to anyone who has gotten too comfortable. Their channels move through the Ether — the school of veils and feints.

Features

  • L3 Veil of the Unseen Saint

    **Domain Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • 1st level: **Etheric Hand**, **Veil** • 3rd level: **Etheric Bolt**, **Shift** • 5th level: **Counter**, **Dispel** (You may cast each from your domain preparation when you can normally cast a channel of that level.) **Quiet Tradecraft.** You gain proficiency in the Deception and Stealth skills. If you are already proficient in one or both, you gain expertise in those (your proficiency bonus is doubled for checks with those skills). **Channel Divinity: Blessing of the Trickster.** As an action, you touch one willing creature (which can be you). For 1 hour, that creature can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. The effect ends early if the creature is incapacitated, falls unconscious, or you dismiss it as a free action. This is a Channel Divinity option.

  • L7 Cloak of Shadows

    Once per short or long rest, as an action, you become Invisible. This invisibility lasts until the end of your next turn, until you make an attack, cast a channel, or force a creature to make a saving throw, whichever comes first. Creatures with truesight, blindsight that reaches you, or active Tier III+ counter-cloaking sensors detect you normally; creatures relying on ordinary sight, low-light optics, or thermal sensors are denied your position.

  • L11 Channel Divinity: Duplicate

    Once per short or long rest, as an action, you create a perfect illusory double of yourself in an unoccupied space within 30 ft. The duplicate is intangible, makes no sound of its own, and does not occupy its space, but appears identical to you (including any equipment and channel effects active on you). You may use a bonus action on subsequent turns to mentally direct the duplicate to move up to your speed and to take the Dodge or Hide action; the duplicate cannot attack, channel, or interact with objects. The duplicate persists for 1 minute or until destroyed (AC 10, any damage dispels it) or until you dismiss it. A creature that uses an action to investigate the duplicate (Investigation check vs. your channel save DC) sees through it on a success. This is a Channel Divinity option.

  • L15 Improved Duplicate

    Your **Duplicate** Channel Divinity is enhanced. The duplicate can now make attacks: on your turn, you may use a bonus action to direct the duplicate to make one weapon or channel cantrip attack from its space (using your normal attack roll and damage, including any bonuses), as if you had cast or attacked from that space. Additionally, you may have up to two duplicates active at a time (each use of the Channel Divinity creates one), and you have advantage on Investigation save DC to dispel them. The duplicate AC for purposes of being dispelled by damage rises to 12, and only damage from an effect that explicitly targets the duplicate (rather than spraying through its area) dispels it.

  • L18 Avatar of Trickery

    Once per long rest, as a bonus action, you assume the **Veil-Avatar Form** for 1 minute. While in this form: you have advantage on attack rolls; immediately after each attack you make (hit or miss), you become Invisible until the start of your next turn, or until you make another attack or force a save, whichever comes first; you have advantage on Dexterity (Stealth) checks; and creatures have disadvantage on attack rolls against you. The form ends early if you fall unconscious or end it as a free action.