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The Circle of Chicanery

Followers of the category of Trickery, the Circle of Chicanery worships the gods and goddesses of mischief and misbehavior.   The gods and goddesses whose realms fall under this category are responsible for mischief-making of all sorts, good-hearted and malicious. They are to blame for greed and corruption and thievery, but they also oversee remorse, secrets, ambition, and magic of all kinds: from simple parlour tricks to grand displays. Their followers have come to see their deities' mischief as a good thing; it would not do to take the world too seriously, after all. Many members of the Circle of Chicanery are bards, rogues, sorcerers, and wizards, but many clerics and paladins follow the deities of this category as well.  

Deities of Trickery

There are six deities whose realms fall under the category of Trickery: Anasali, Veridin, Konera, Kurello, Nes, and Thamia.   Anasali, goddess of trickery, luck, & lies, falls under both the category of Trickery and the category of Fate. The aspects of her domain which concern the Circle of Chicanery are trickery, deception, sincerity, traps, and mischief. Anasali is responsible for all manners of mischief and stories are often told about her trickery. Her clerics and paladins work to conceal & expose truths, lay & disarm traps, and make mischief wherever they go.   Konera, goddess of ambition and treachery, is responsible for malevolence, zeal, honor, treachery, power, ambition, and pride. While she does not choose who acts upon the feelings she plants inside their hearts, Konera often favours those who do. Her clerics and paladins are often involved in politics in some form or another, and she is also worshipped by wizards and rogues.   Kurello, god of chaos, is responsible for feelings of restlessness and turmoil. He inspires adventures, accidents, and pandemonium in Rothlia with the goal of changing things; not for better or worse, necessarily, but simply to change them. His clerics and paladins are often instrumental in large-scale upheavals of order, and are often found in adventuring parties.   Nes, goddess of magic, is responsible for the The Etherium, the veil of magical energy which lies over the material plane. Without the Etherium, magic would not exist as it does in Aren. She is most beloved by wizards and sorcerers, but she has a large following among all magic-users. Her clerics and paladins work to further their understanding of magic as a whole, using magic to benefit their communities in ever-increasingly creative ways.   Thamia, goddess of wealth and decadence, is responsible for sowing greed, envy, and temptation into the hearts of Rothlia's people. However, she is also responsible for the opposite; prudence and temperance. She is often followed by thieves, addicts, and the rich. Her clerics and paladins are often involved in banking & in marketing campaigns.   Veridin, god of corruption and conspiracy, is responsible for secrets, gossip, rumors, and conspiracy in addition to guilt, damnation, redemption, shame, absolution, and penitence. He finds his followers among politicians, murderers, assasins, gossipmongers, and conspiracy theorists. His paladins and clerics are often found in positions which rely on the spreading of rumors or misinformation, such as politics and marketing.

Granted Divine Powers

The six deities which make up the category of Trickery each have their own discrete roles and responsibilities. However, a cleric or paladin is granted powers which relate first to the category under which their god falls, and second to the specific portion of that category which their god is responsible for. As such, those who fall under the category of Trickery each draw first from the following spell lists and then substitute any ill-fitting spells using spells from a list specific to their deity, at the DM's discretion.  

Cleric: Domain of Trickery

At each indicated cleric level, you add the listed spells to your spells prepared.  
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.  
Bonus Proficiency
Also at 1st level, choose one from Performance, Persuasion, or Deception.  
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, 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.  
Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.  
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. 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.  
Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.  

Paladin: The Oath of Intrigue

  Paladins who follow the paths of deities in the Trickery category swear themselves to mischief-making and chaos-causing. At the behest of their deities, they stand against all kinds of order and stagnation.  
Tenets of Intrigue
Paladins who embrace the Oath of Intrigue follow two core tenets:   Always Smile. Keep a light heart; do not take the world too seriously.
Never Rest. Don't allow yourself to become complacent or fall into routine; complacency leads to stagnation and stagnation is the opposite of progress.  
Oath Spells
You gain access to the following oath spells at each level specified in the spell table. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.  
Channel Divinity: Silent Step
Starting at 3rd level you can, as an action, cloak yourself in shadow obscuring yourself from others. For one hour you have a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. You leave behind no tracks or other traces of your passage.  
Channel Divinity: Dispel Magic
Starting at 9th level, you can use your Channel Divinity to cast Dispel Magic. Casting this spell using Channel Divinity will not use one of your spell slots.   Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.  
Aura of Intrigue
Starting at 7th level, you emanate an aura of discord, which gives you the following benefits:
Thin the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
Deflective Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.  
Trickster's Escape
At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.  
Grand Deceit
By 20th level, you have mastered the art of deception. As an action you are capable of assuming a magical disguise, the appearance of which you decide. You gain the following benefits for one minute:
  -You have advantage on all Deception (Charisma) and Stealth (Dexterity) checks and saving throws.
-Allies within 30 feet of you benefit from your presence, gaining +5 to Deception (Charisma) and Stealth (Dexterity) checks.   Once you use this feature, you can't use it again until you finish a long rest.

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