A cleric whose faith encourages misleading others. Sometimes, a deceiver will focus on tricking enemies in a way to protect people, and sometimes they follow self-centered doctrines that encourage them to lie and steal for their own benefit.
Level 1
Deceiver: Extra Spells Known
When you reach certain levels as a cleric, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of cleric spells you know.
Deceiver: Bonus Skill
You gain proficiency in one of: deception, stealth, or one other skill if you’re already proficient with both.
| Bard Level | Extra Spells |
|---|---|
| 1 | Color Spray, Disguise Self |
| 3 | Darkness, Invisibility |
| 5 | Hypnotic Pattern, Nondetection |
| 7 | Greater Invisibility, Shadow Clone |
| 9 | Mislead, Seeming |
Level 3
Deceiver: Deceiver’s Gift
You gain darkvision of 60 ft., or your darkvision range increases by 60 ft. You also gain truesight of 5 ft.
Deceiver: Shadow Refuge
Your power over shadow can protect and heal you and your allies.
Once Per Turn – 1 Creature (120 ft.) – Magical
Trigger: You use a spell slot to cast an illusion spell of 1st level or higher (such as any of your expanded spell list).
- Target gains temporary hit points equal to 2d6 per level of the spell slot.
This ability only affects one creature. Thus, a level 3 Invisibility spell will turn two creatures invisible but only grant temporary hit points to one of them.
Deceiver: Channel Divinity: Shroud of Darkness
You shroud yourself and your allies from view.
Reaction – 6 Allies (90 ft.) – 1 Round – Channel Divinity – Magical
Trigger: you roll initiative.
You expend a use of your Channel Divinity feature.
- Targets turn invisible. Anything the target is wearing or carrying that is at least half their size or smaller is invisible as long as it is on the target’s person. After the target makes an attack roll, uses an action that deals damage, or casts a spell, the effect ends.
- Targets gain temporary hit points equal to your cleric level. As usual, these temporary hit points persist until your next short or long rest.
Level 6
Deceiver: Expertise
You gain expertise in one of: deception, stealth, or one other skill if you already have expertise with both.
Level 10
Deceiver: Trickster’s Misdirection
You shroud a creature in illusion, shifting them and their attacker to protect them.
Reaction – 1 Creature (90 ft.) – 3/Long Rest
Trigger: A creature is hit by a melee attack.
- The attacker rerolls their attack.
- If they miss, they take 3d10 psychic damage.*
- Starting at level 10, this ability also causes the attack to deal half damage if it hits.
*Starting at level 10, this damage increases to 5d10.
Level 14
Deceiver: Improved Trickster’s Misdirection
- The damage dealt by Trickster’s Misdirection increases to 5d10
- When you use Trickster’s Misdirection and the attack then hits, you halve the attack’s damage.
Deceiver: Last Laugh
Reaction – 1 Creature (200 ft.) – 3/Long Rest – 1 Minute – Magical
Trigger: You succeed on a saving throw against a creature’s spell or ability. You target the creature who targeted you.
Wisdom Save
- Failure: Target takes 6d10 psychic damage and is either charmed, goaded, or frightened (your choice). Target attempts save at end of their turns, ending the condition on success.
- Success: Half damage, no other effect.