Mischief Domain (5e Subclass)

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Mischief Domain[edit]

The Trickery Domain from the Player’s Handbook is arguably one of the most underpowered subclasses in the game, from a 1st level feature that leaves a lot to be desired, to its over-reliance on Channel Divinity at later levels, to Divine Strike clashing with the subclass’s casty-er feel. This revision aims to be on-level with the rest of the Cleric Domains, while maintaining the subclasses intended original feel.

Domain Spells
Mischief Domain Spells[edit]
Cleric Level Spells
1st Charm Person, Disguise Self
3rd Invisibility, Detect Thoughts
5th Gaseous Form, Major Image
7th Freedom of Movement, Polymorph
9th Dominate Person, Modify Memory
Acolyte of Mischief

When you choose this Domain at 1st level, you gain proficiency in Thieves Tools, and one of the following skills of your choice: Deception, Sleight of Hand, or Stealth.

Mage Hand Legerdemain

Also starting at 1st level, you known the Mage Hand cantrip. This counts as a Cleric cantrip for you, but does not count towards your number of Cleric cantrips known. Additionally, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

Mischief's Blessing

Starting 2nd level you obtain the Sneak Attack feature.

This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every 4 levels ( 6th, 10th, 14th, 16th and 18th). If you get a sneak attack bonus from another source, the bonuses on damage stack.

Channel Divinity: Invoke Duplicity[edit]

Starting at 2nd level, 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 of 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 of 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, you and your allies have advantage on attack rolls made against enemy creatures within 5 feet of the illusion.

Mischief blessing
Chaos Surge

Beginning at 6th level, once per long rest you can call upon the Chaos constant tide, you see the patterns of the world and with just one sentence create an effect that may harm, impose a condition, wound or even kill a creature (the target can be no more than 30 feet distant). The target of a Chaos Surge loses any Dexterity bonus to AC, but only against this effect. The target of a Chaos Surge must roll a Charisma based save = 10 + Proficiency + Charisma Modifier. If the outcome of the Chaos Surge deals damage the current Sneak Attack bonus damage is added tot he damage. The Chaos Surge could be used to perform the following actions: disarm, trip, stun, stagger, immobilize as well as an attack.

At 10th level, you can use this ability twice per long rest.

At 14th level, you can use this ability twice per short rest.

At 18th level, you can use this ability thrice per short rest.

Potent Spellcasting

Starting at 8th level, you add your Charisma modifier to your Save DC and your spell attacks.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.


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