![]() ![]() ![]() Having a good escape plan is important in any encounter when it goes south.ĭivine strike could be better but hey, it's free damage. It's free advantage or free mele without having to mele.Ĭloak of Shadows is kind of bad but decent as an, "in a pinch", escape mechanism. Your party rogue may love you for it.ĭuplicity is pretty nice, especially for delivering touch spells. Is there something I'm missing here? Or any house rules groups have implemented to deal with the domain's flaws?ĮDIT: I posted a homebrew revision of the domain in the homebrew forum if anyone was interested.īlessing of the Trickster is simply a decent buff. So yeah, despite easily being my favorite domain thematically, Trickery is just… terrible. The only Illusion abilities they get are Mirror Image and their Invoke Duplicity, which would sting less if Clerics didn't only have ONE Illusion spell otherwise (silence). The only benefits they get for mind-manipulation, deceptions, and the social pillar of gameplay in general are some Domain spells (Charm Person / Modify Memory). Despite all this however, my biggest issue is that it fails to deliver on the theming: Many of their features only offer bonus to stealth such as Blessing of the Trickster and Cloak of Shadows. Some of their features are purely about team support like Blessing of the Trickster, but your Invoke Duplicity offers less utility to your allies than a Familiar, even after you can create 4 of them at once. The design is just all over the place: they are a "melee" cleric domain with no melee proficiencies. They get Divine Strike (for POISON, no less) but again don’t get either Martial Weapon or Heavy Armor proficiencies, like every other Domain that gets this melee class feature.Invisibility for ONE turn for the cost of an action! Make this a bonus action you can use up to WIS modifier times per day or something, don’t make it compete with Invoke Duplicity Their Channel Divinity: Cloak of Shadows is insultingly bad.Regarding the "unlisted' uses of Invoke Duplicity (confusing enemies, absorbing attacks, etc.), this is extremely DM dependant given how little info the feature gives you.So that doesn't grant advantage to any spell with an attack roll besides Inflict Wounds, but it must be intended for melee, right? Wait, never mind, Trickery doesn’t get Martial Weapons or Heavy Armor proficiencies. Speaking of granting advantage, Invoke Duplicity also grants advantage to the cleric, and ONLY the Cleric when BOTH they and the illusion are within 5 feet of a target.Oh, and again, it COSTS YOUR CONCENTRATION. Oh, and it can't perform the Help action in combat to grant allies advantage. Then again, this isn't much more utility than a basic familiar, except its slow and requires the caster's bonus actions to move. At the cost of your concentration, Invoke Duplicity lets you cast spells from a different point, mostly notable for casting Touch Spells safely, which can admittedly be useful (Bestow Curse, Inflict Wounds, Cure Wounds, etc). ![]() Now lets talk about Channel Divinity: Invoke Duplicity.They don't even get a flavorful ribbon feature. ![]() Illusion!?!), and no bonus skill proficiencies (a choice of Deception, Sleight of Hand, or Stealth wouldn’t have gone amiss). They get no weapon or armor proficiencies, no cantrips (Where.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |