The Trickery domain was a suite of spells and powers granted by deities whose portfolios included pranks, deception, and larceny. They granted divine spellcasters like clerics with magic of illusion and deceit.[1][2] As a general rule, a cleric with the Trickery domain was a force of disruption, who preferred a deceptive approach to matters than a direct one.[2]
Deities[]
Year of Wild Magic[]
Powers[]
After the Year of Wild Magic, 1372 DR, such priests could freely learn skills in deception, disguise, and concealment.[1]
Spells[]
After 1372 DR, novice priests with the Trickery domain could disguise themselves with disguise self and conceal themselves and others with invisibility and nondetection. Clerics of some experience could cast confusion, deceive others scrying with a false vision, and create a illusory double with mislead. Those that were masters of this domain could conceal a whole area with screen, could polymorph any object, ultimate use time stop.[1]
Second Sundering[]
Powers[]
After the Second Sundering of the 1480s DR, clerics with the Trickery domain gained the ability to use the channel divinity powers called invoke duplicity and cloak of shadows. The former allowed the creation of a perfect illusory double (in the case of accomplished users, four of them) and the latter allowed the user to become invisible.[2]
Other abilities were the blessing of the trickster, which helped others to be more stealthy and divine strike, which coated a weapon with dangerous poison on impact.[2]
Spells[]
Clerics who chose this domain were granted free access to these spells (they could cast them at any time without having to prepare them in advance): blink, charm person, dimension door, disguise self, dispel magic, dominate person, mirror image, modify memory, pass without trace, and polymorph.[2]
Appendix[]
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Appearances[]
- Video Games
- Baldur's Gate III
References[]
- ↑ 1.0 1.1 1.2 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 189. ISBN 0-7869-2886-7.
- ↑ 2.0 2.1 2.2 2.3 2.4 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 58, 62–63. ISBN 978-0-7869-6560-1.
Connections[]
Artificer
Alchemist • Artillerist
Bard
College of Glamour • College of Lore • College of Swords • College of Valor • College of Whispers
Ranger
Beast master • Hunter • Gloom stalker • Monster slayer • Swarmkeeper
Rogue
Arcane trickster • Assassin • Inquisitive • Mastermind • Scout • Soulknife • Swashbuckler • Thief
Sorcerer
Aberrant mind • Clockwork soul • Dragon magic • Shadow magic • Storm sorcery • Wild magic
Warlock
Celestial patron • Archfey patron • Hexblade • Fiend patron • Great Old One patron • Undying patron
Wizard
Abjurer • Conjurer • Diviner • Enchanter • Evoker • Illusionist • Necromancer • Transmuter • War mage
Cleric
Death domain • Divine domain • Knowledge domain • Life domain • Light domain • Nature domain • Tempest domain • Trickery domain
Druid
Circle of Dreams • Circle of the Land • Circle of the Moon • Circle of the Shepherd • Circle of Spores • Circle of Stars
Paladin
Oath of the Ancients • Oath of Conquest • Oath of the Crown • Oath of Devotion • Oath of Vengeance
Barbarian
Path of the ancestral guardian • Path of the berserker • Path of the storm herald • Path of the totem warrior • Path of wild magic • Path of the zealot
Fighter
Arcane archer • Battle master • Cavalier • Champion • Eldritch knight • Samurai
Monk
Way of the Drunken Master • Way of the Four Elements • Way of the Kensei • Way of the Sun Soul • Way of the Open Hand • Way of Shadow