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Subclass Cleric Trickery Domain

yoonmoonsik edited this page Aug 14, 2026 · 13 revisions

What Is the Trickery Domain?

The Trickery Domain is a Cleric subclass built around deception, illusion, and positional control. Where most Clerics plant themselves and hold ground, this one puts a second body on the field and works through it.

Its centrepiece is Invoke Duplicity, an illusory double that draws attention, carries your spells, and — from Level 6 — lets you trade places with it at will. The spell list backs this up with invisibility, charm, fear, and confusion, ending at Level 9 with Dominate Person and Seeming.

Progression

LEVEL FEATURE
3 Trickery Domain Spells, Blessing of the Trickster, Invoke Duplicity, Duplicitous Casting
5 Domain Spells expand
6 Trickster's Transposition
7 Domain Spells expand
9 Domain Spells expand

Level 3

Trickery Domain Spells

These are always prepared and don't count against your prepared spell limit.

CLERIC LEVEL SPELLS ADDED
3 Blessing of the Trickster, Charm Person, Disguise Self, Invisibility, Invoke Duplicity, Pass Without Trace
5 Fear, Hypnotic Pattern
7 Confusion, Dimension Door
9 Dominate Person, Seeming

Twelve spells, all pointed at deception and control rather than damage. Pass Without Trace covers the whole party for stealth approaches, Hypnotic Pattern gives you a reliable answer to a crowded room, and Dominate Person at Level 9 turns a dangerous humanoid into a temporary ally.

Blessing of the Trickster

Touch a willing ally to give them Advantage on Dexterity (Stealth) checks.

  • Range: 9 metres
  • Cast without revealing your position

Paired with Pass Without Trace, a scout under this buff can clear most stealth checks outright — enough to scout ahead or skip an encounter entirely.

Invoke Duplicity — Channel Divinity

As a Bonus Action, place an illusory double of yourself at a spot you can see. It costs one Channel Divinity charge.

The double looks identical to you and persists until destroyed or dismissed. It inherits none of your damage resistances, so it dies easily — but that isn't what it's for. Every attack aimed at the double is an attack that didn't land on you or your party, and from Level 6 it doubles as an escape route.

Duplicitous Casting

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While a double is in play, a new entry appears on your bar holding two options. Both let the double cast in your place on its own turn — the closest this gets to "you can cast spells as though you were in the illusion's space."

OPTION COST WHAT THE DOUBLE CAN CAST
Duplicitous Casting Action + spell slot Anything you have prepared, plus your Domain spells, at the level of the slot you spent
Duplicitous Cantrip Action Your cantrips

The double inherits your proficiency bonus and your Wisdom, so its spell save DC and spell attack bonus are built from the same base numbers as yours.

Its options come from what you actually have prepared at that moment, so changing your preparations changes what it can do.

The effect lasts until the end of the double's next turn. It gets exactly one casting whether its initiative falls before or after yours, so the slot is never wasted.

The cost matches casting the spell yourself: one action, one slot. What you're buying is the origin point. Spirit Guardians centred on the double, or Guiding Bolt from an angle you couldn't reach, is worth more than the same spell cast from where you're standing.

The cantrip version exists so you aren't spending a slot to deliver Sacred Flame. It doesn't grant Domain spells, since all of those need a slot anyway.

Level 6

Trickster's Transposition

Once per turn, swap places with your double as a Bonus Action. You appear where it stood, it appears where you stood, and it stays in play.

  • Range: 9 metres
  • Once per turn, Bonus Action

This is what makes the double an active tool rather than a decoy. Put it in melee, take your turn from safety, then swap in to flank — or swap out when something large turns toward you. Combined with Duplicitous Casting, a single round can place a spell at the double's position and then put you there too.

Playstyle

You are a mobile illusionist. The double is your main resource, and almost every decision runs through where it is standing.

  1. Before the fight — Blessing of the Trickster on your scout, Pass Without Trace on the party, and approach unseen
  2. Opening — Invoke Duplicity to place the double somewhere dangerous while you stay back
  3. Control — Charm Person, Hypnotic Pattern, or Confusion from safety while enemies commit to the double
  4. Duplicitous Casting — when the angle matters more than who casts it, spend your action and slot through the double instead
  5. Trickster's Transposition — swap to reposition, escape, or flank
  6. Level 9 — Dominate Person is always prepared; take the most dangerous humanoid in the room off the board

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