![]() ![]() He is also, in turn, tricked by his uncle Laban into serving fourteen years for Rachel when Laban secretly presents Jacob first with Leah. In this story, Jacob demonstrates his role as trickster as he tricks his brother out of his birthright and his father's blessing, tricks his father into blessing him instead of Esau, tricks his uncle out of his best cattle, and attempts to trick his brother again when they meet years later. 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.The following version of the story of Jacob is taken from the 1769 King James Version of the Holy Bible (also known as the Authorized Version). When you reach 14th level, the extra damage increases to 2d8.Īt 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. You become visible if you attack or cast a spell.Īt 8th level, 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. Starting at 6th level, as an action, you become invisible until the end of your next turn. 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. ![]() ![]() 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.įor the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. The illusion appears in an unoccupied space that you can see within 30 feet of you. Starting at 2nd level, 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). This blessing lasts for 1 hour or until you use this feature again. Likewise, Trickery domain clerics could use a form of Channel Divinity known as invoke duplicity, which allowed them to create one or more phantasmal copies of themselves, for the purpose of distraction or remote spellcasting.Īt 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. For example, many of the spells wielded by such clerics were illusions or enchantments, rather than direct attacks. Whatever their specific method, these clerics preferred to challenge, rather than accept, the conventional order of things.īecause Trickery domain clerics were more inclined to deception and misdirection than direct conflict, their abilities similarly diverged from some of the more martial characteristics of other priests. Some were freedom-fighters, some were criminals, and others were just pranksters. Clerics of this domain mocked the powerful and defied tradition, disrupting "polite society" wherever they went. The clerics who served gods of the Trickery domain - a lot which includes Parun, Anmarru, and Mab were mischievous troublemakers by their very nature, more akin to a rogue than a paladin by temperament. Not all clerics were inclined to seriousness or self-righteous zeal. ![]()
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