Trickery Domain

The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation. 

Tempest Domain Spells

At 3rd level, you gain the following spells. They do not count against your spells prepared, and count as Cleric spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.

1st Level: Charm Person, Disguise Self

2nd Level: Invisibility, Pass Without Trace

3rd Level: Hypnotic Pattern, Nondetection

4th Level: Confusion, Dimension Door

5th Level: Dominate Person, Modify Memory

Blessing of the Trickster

At 3rd level, as an action you can choose yourself or another willing creature within 30 feet of yourself to have advantage on their next Dexterity check. This blessing lasts until you finish a Long Rest, the creature makes a Dexterity check, or you use this feature again. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a short or long rest.

Invoke Duplicity

Beginnign at 3rd level, you can use your bonus action and expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute or until you dismiss it early (no action required), or if you are incapacitated.

The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.

Cast Spells. You can cast spells as though you were in the illusion's space, but you must use your own senses.

Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Move. As a bonus action, you can move the illusion up to 30 feet to an unoccupied space that is within 120 feet of yourself. 

Tricksters Transposition

At 6th level, when you use your bonus action to Invoke Duplicity, you can teleport, swapping places with your illusion when it is created or destroyed. Additionally, when you use your bonus action on your turn to move the illusion, you can also teleport and swap places with it (either before or after it moves, your choice).

Improved Duplicity

At 17th level, the power of your illusion has grown more powerful, gaining the following benefits.

Shared Distraction. Whenever you or your allies make an attack roll against a creature that is within 5 feet of your illusion, the attack roll has advantage.

Healing Illusion. When the illusion ends, one creature of your choice within 30 feet of it regains a number of Hit Points equal to your Cleric level.