The Cleric spell list gives you plenty of ways to buff and heal your allies. They know that a well-placed whisper or perfectly planned prank can start a “domino effect” with huge repercussions.Īs a Trickery Cleric, you’re primarily geared to offer support and utility to your party. Whether in combat or out of it, Trickery Clerics are manipulators. It’s probably not surprising that a subclass built around trickery and illusion doesn’t exactly favor direct confrontation. The Trickery Cleric appears as a subclass option in the 5e Player’s Handbook. The Traveler, God of Chaos, Deception, and Change in Eberron and Exandria.Beshaba, the jealous sister of Tymora and Goddess of Misfortune.Garl Glittergold, Gnomish God of Luck, Trickery, and Protection.Olidammara, God of Tricks, Rogues, Humor, Wine, and Revelry.Instead, they simply seek to challenge authority, meaningless traditions, and the accepted “order of things” around them.ĭeities commonly revered by Trickery Clerics include: Most Trickery Clerics don’t operate out of malice. However, the especially clever ones work their way into positions where they can manipulate entire organizations or communities. Some may be content with pulling pranks or a general sense of rebellion. In service to deities who preside over mischief, chaos, illusion, and theft, Trickery Clerics seek to challenge the established order of things around them. Regardless of their chosen deity, there’s a certain level of order in how they view the world and operate within it.īut the Trickery Cleric takes another path… It’s easy to view Clerics as priests and warriors who walk a straight and narrow path in service to their deity. Conclusion – Trickery Cleric in D&D 5e What is the Trickery Cleric in D&D 5e?.Channel Divinity: Cloak of Shadows (Level 6).Channel Divinity: Invoke Duplicity (Level 2).Thoughts on the Trickery Cleric Spell List.Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. A creature that has total cover from you is not affected. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.Īs an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. You regain all expended uses when you finish a long rest. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). An attacker that can't be blinded is immune to this feature. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. Warding FlareĪlso at 1st level, you can interpose divine light between yourself and an attacking enemy. This cantrip doesn’t count against the number of cleric cantrips you know. When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. Source: Player's Handbook Light Domain Spells
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