![]() ![]() Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The spells you learn at 8th, 14th, and 20th level can be any Cleric spell that you have spell slots. ![]() you can learn one new spell of 1st or 2nd level. For instance, when you reach 7th level in this class. Each of these additional spells must be a Bard Illusion/ Enchantment spell and must be of a level for which you have spell slots. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more bard or travel domain spells of 1st level or higher. The third can be any 1st level spell from the Cleric spell list. ![]() You know three 1st level spells of your choice, two of which you must choose from Bard Illusion/ Enchantment spells. If you know the 1st level spell charm person and have a 1st level and a 2nd level spell slot available, you can cast charm person using either slot. You regain all expended spell slots when you finish a long rest. To cast one of these spells, you must expend a slot of the spell's level or higher. It shows how many spell slots you have to cast your spells of 1st level and higher. Divine Trickster Spellcasting mimics the Arcane Tricker’s table. You learn another cleric cantrip of your choice at 10th level. You learn three cantrips: Minor Illusion and two other cantrips of your choice from the cleric spell list. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spells.Ĭantrips. When you reach 3rd level, you gain the ability to cast divine spells. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.Īfter choosing your deity, you gain proficiency in the Religion skill. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Gods of trickery - such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki - are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. When you finish a short or long rest, you regain your expended uses. Beginning at 6th level, you can use your Invoke Duplicity twice between rests, and beginning at 18th level, you can use it three times between rests. When you use such an effect from this class, the DC equals your spell save DC. Some Invoke Duplicity effects require saving throws. You must then finish a short or long rest to use your Invoke Duplicity again. When you use your Invoke Duplicity you gain the effects in the description below. You only ever gain one such effect from the Trickery domain - Invoke Duplicity (see below). Invoke DuplicityĪt 3rd level, you gain the ability to channel divine energy directly from your deity to fuel magical effects. Whatever their background, the one thing they all have in common is their desire to uphold the values of their religious order through subterfuge and guile. These rogues include your typical pickpockets and burglars, but also include religious spies, zealots, provocateurs, and a significant number of adventurers. Some rogues enhance their fine-honed skills of stealth and agility with divine magic, channeling the craft of illusion and trickery. ![]()
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