Trickery domain

The Trickery domain was a suite of spells that were granted by deities whose portfolios included pranks, deception, and larceny. Priests who worshiped one of these deities could choose which aspects of their god or goddess they wished to focus on, and if they chose this domain, their repertoire of spells was expanded to include the ones listed below. As a general rule, a cleric with the Trickery domain was a force of disruption, who preferred a deceptive approach to matters than a direct one.

Spells
During the latter part of the Era of Upheaval, priests who chose this domain had access to the following spells as they advanced in level.
 * 1 level : disguise self
 * 2 level : invisibility
 * 3 level : nondetection
 * 4 level : confusion
 * 5 level : false vision
 * 6 level : mislead
 * 7 level : screen
 * 8 level : polymorph any object
 * 9 level : time stop

After the Second Sundering, clerics who chose this domain were granted free access to these spells (they could cast them at any time without having to prepare them in advance):


 * 1 level : charm person, disguise self
 * 2 level : mirror image, pass without trace
 * 3 level : blink, dispel magic
 * 4 level : dimension door, polymorph
 * 5 level : dominate person, modify memory

Other powers
In addition, trickery domain clerics gained access to the following powers:

Channel divinity
Clerics with the Trickery domain gained the ability to use the channel divinity powers called invoke duplicity and cloak of shadows. The former allowed the creation of a (in the case of accomplished users four) perfect illusory double and the latter allowed the user to become invisible.

Other powers
Other abilities were the blessing of the trickster, which helped others to be more stealthy and divine strike, which coated a weapon with dangerous poison on impact.