Mischief Domain
Description
Compare to the core book's Trickery Domain
While most deities inspire awe with their might and power, some prefer subtler methods. Gods of the mischief domain favor cunning to advance their agendas, and they encourage this trait in the followers as well. Some deities of mischief, like Anansi and Hermes, are good natured tricksters. Some, like the impetuous Susanoo, vacillate between being helpful or hindering on a whim. Deities like Loki and Veles are primarily antagonistic to their respective pantheons, but their mercurial nature means they might make the odd alliance with their more serious kin. Gods associated with the moon, like Hecate, mirror the moon’s changing shape as patrons of mischief. Gods of fortune, like Tyche and Bes, are often tricksters who make their own luck. Meanwhile, culture heroes like Kokopelli, Lemminkäinen, and Maui often use deceit to bring prosperity to their people. These diverse deities count among their worshippers criminals, freedom fighters, and free spirits alike, united only by their willingness to upset the status quo. Some use tricks to lead people to a greater truth, while others use mischief to stay one step ahead of the competition.
Class Features
Mischeif Domain Spells (table)
Level 1
| Cleric Level | Spells |
|---|---|
| 1st | charm person, disguise self |
| 3rd | mirror image, pass without trace |
| 5th | blink, dispel magic |
| 7th | dimension door, polymorph |
| 9th | dominate person, modify memory |
Spreader of Mischief
Level 1
At 1st level, when you choose this domain, you can endow others with the power to make mischief. As an action, you may touch a willing creature, and that creature gains advantage when making Dexterity (Stealth) checks for the next hour. The effect ends early if you use the feature on a different creature. You may not use this feature on yourself.
Channel Divinity: Double Trouble
Level 2
Once you reach 2nd level, you gain the power to create an illusory double of yourself with the Channel Divinity class feature. You may use your action to manifest the illusion in an unoccupied space visible to you and within 30 feet of yourself. You must concentrate to maintain the illusion as if it were a spell, and you can do so for up to 1 minute. On your turn, you can use a bonus action to move up to 30 feet, but it must remain in your view and cannot move more than 120 feet away from you.
While you maintain the illusion, when you cast a spell, you can use the position of the illusion rather than your own for determining range, area of effect, and line of sight. However, you cannot actually “see” through the illusion’s eyes, so you must rely on your own vision if the spell requires you to see a target or space.
Your illusion can disorient foes, so you gain advantage on attack rolls against any creature that can see the illusion if both you and the illusion are within 5 feet of the creature.
Channel Divinity: Walk Unseen
Level 6
Beginning at 6th level, with your Channel Divinity feature, you can use an action to become invisible. This invisibility lasts until the end of your next turn, or if you cast a spell or attack.
Divine Strike
Level 8
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Double Trouble Doubled
Level 17
Starting at 17th level, your Double Trouble feature becomes more potent. Instead of one double, you can create up to four, and you can move as many of them as you like on your turn with a bonus action following the rules outlined in that feature.
About Mischief Domain
The Mischief Domain is a None hit die class .
Subclasses & Specializations
Explore paths
Subclasses & Specializations
Mischief Domain has 0 subclasses for customization.
{Build Tips & Playing Guide
{Role in Party
The Mischief Domain excels at leveraging their unique strengths.
Quick Build Tips
- Focus on your primary ability score during character creation
- Choose feats that complement your class features
- Consider your subclass features when selecting multiclass options
- Review your class features at each level-up for optimal choices
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