Trickery Domain |
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Initial Trickery Domain Features |
Inherited Cleric Features |
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Trickery Domain is a Subclass of Cleric in Baldur's Gate 3. Clerics primary ability is Wisdom, their saving throw proficiencies are Wisdom, Charisma and they have a Hit Dice of 1d8 per Cleric level. They have proficiency with All Simple Weapons and with Light Armour, Medium Armour, Shields. The Trickery Domain subclass adds Domain Spells and Blessing of the Trickster as features.
A domain shared by wicked, chaotic, and mischievous deities alike, those who channel Trickery specialise in deception and illusion magic.
BG3 Cleric Class Progression
- Level 1 - Choose a Cleric Domain (Life, Light, Knowledge, Trickery, Nature, Tempest, War)
- Level 1 - Choose a Deity (Class Feature)
- Level 2 - Channel Divinity Charges (Feature)
- Level 2 - Turn Undead (Action)
- Level 4 - Feat - Choose one from the Feats list
- Level 5 - Destroy Undead (Class Feature)
- Level 6 - Channel Divinity Charges (Class Feature)
- Level 8 - Feat - Choose one from the Feats list
- Level 10 - Divine Intervention (Class Feature)
- Level 12 - Feat - Choose one from the Feats list
BG3 Trickery DOMAIN PROGRESSION
By selecting the Trickery Domain Cleric subclass you'll also gain access to:
- Level 1 - Domain Spells (Disguise Self, Charm Person)
- Level 1 - Blessing of the Trickster (Action)
- Level 2 - Invoke Duplicity (Action)
- Level 3 - Domain Spells (Mirror Image, Pass Without Trace)
- Level 5 - Domain Spells (Bestow Curse, Fear)
- Level 6 - Channel Divinity: Cloak of Shadows (Action)
- Level 7 - Domain Spells (Polymorph, Dimension Door)
- Level 8 - Divine Strike: Poison (Action)
- Level 9 - Domain Spells (Dominate Person, Seeming)
BG3 Trickery Domain - Cleric SPELL SLOTS
Level | Cantrips | I | II | III | IV | V | VI |
Level 1 Cleric | 3 | 2 | - | - | - | - | - |
Level 2 Cleric | 3 | 3 | - | - | - | - | - |
Level 3 Cleric | 3 | 4 | 2 | - | - | - | - |
Level 4 Cleric | 4 | 4 | 3 | - | - | - | - |
Level 5 Cleric | 4 | 4 | 3 | 2 | - | - | - |
Level 6 Cleric | 4 | 4 | 3 | 3 | - | - | - |
Level 7 Cleric | 4 | 4 | 3 | 3 | 1 | - | - |
Level 8 Cleric | 4 | 4 | 3 | 3 | 2 | - | - |
Level 9 Cleric | 4 | 4 | 3 | 3 | 3 | 1 | - |
Level 10 Cleric | 5 | 4 | 3 | 3 | 3 | 2 | - |
Level 11 Cleric | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
Level 12 Cleric | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Trickery Domain Tips & Builds
- Trickery Domain is a unique subclass for the Cleric with different advantages. It offers utility in the form of Blessing of the Trickster which can provide advantage on stealth checks. Invoke Duplicity grants allies advantage on attacks against enemies within 3m of the illusion you placed. They also have disruptive spells such as Fear and Charm Person that can be very useful in certain situations. Mirror Image and Dimension Door grants great mobility.
- Notes, Tips, and other Trivia for the Trickery Domain subclass go here.
All Cleric Spells in Baldurs Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
Name | Level | School | Casting time | Description |
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Cantrip | Divination | Action | The target gains a +1d4 bonus to Ability Checks 10 turns |
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Cantrip | Abjuration | Action | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks 2 Turns |
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Cantrip | Evocation | Action |
Infuse an object with an aura of light. Until Long Rest Only affects one target at a time. Melee DEX Save |
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Cantrip | Conjuration | Action |
A flickering flame appears in your hand. It sheds bright light in a 9m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action. Until Long Rest |
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Cantrip | Abjuration | Action |
Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws. 10 turns Melee Concentration |
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Cantrip | Evocation | Action |
1d8 Radiant Engulf a target in a flame-like radiance 18m DEX Save |
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Cantrip | Transmutation | Action |
Gain Advantage on Intimidation and Performance Checks. |
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Lv 1 | Abjuration | Bonus Action |
You or an ally cannot be target until you attack or harm a creature. You can still take damage from area spells. 10 Turns 18m |
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Lv 1 | Enchantment | Action |
Up to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws 10 Turns 9mCHA Save Concentration |
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Lv 1 | Enchantment |
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Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. |
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Lv 1 | Enchantment | Action |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Lv 1 | Enchantment | Action |
Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon. 1 Turn |
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Lv 1 | Transmutation | Action |
Call forth rain or destroy a water-based surface. |
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Lv 1 | Evocation |
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1d8+[Spellcasting Modifier] hit points Heal a creature you can touch. No effects on undead and constructs Melee |
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Lv 1 | Illusion | Action |
Magically change all aspects of your appearance. Until Long Rest |
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Lv 1 | Evocation | Action |
4d6Radiant 18m/60ft |
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Lv 1 | Evocation | Bonus Action |
1d4+[Spellcasting Modifier] hit points Heal a creature you can see No effect on undead and constructs. 18m |
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Lv 1 | Necromancy | Action |
3d10 Necrotic Putrefy a creature with the nectrotic energy filling your hands. Melee |
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Lv 1 | Abjuration | Action Level 1 Spell Slot |
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. Melee Concentration |
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Lv 1 | Abjuration | Bonus Action Level 1 Spell Slot |
Protect a creature from attacks increase: Increase its Armour Class by 2 Until Long Rest 18m/60ft Concentration |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
5 Healing Heal your allies and increase their hit point maximum by 5 hit points Until Long Rest 9m 9m |
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often. 10 turns Range: 18m CON Save |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Humanoids can't be Charmed, Frightened, or become enraged. 10 turns Range: 18m Radius: 6m Concentration |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. 10 turns |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Cure a creature from disease, poison, paralysis or blindness. |
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Lv 2 | Illusion | Action | Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Always Prepared |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks. Until Long Rest Concentration Always Prepared |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
2d8+[Spellcasting Modifier] Can only be used outside of combat |
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Lv 2 | Abjuration |
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Touch a creature to neutraise all poisons affecting it, and grants it protection against poisonous influences. Grants Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage. Until Long Rest Melee |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Summons a floating, spectral weapon that attacks your enemies alongside you. 1d8+Spellcasting Ability ModifierForce Range: 18m |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws Until Long Rest Melee |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. 100 turns Range: 18m Radius: 6m Concentration |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Create an undead servant from a corpse. The target must be a Medium or Small corpse. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Your allies will regain the maximum hit points possible when headed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws. 10 Turns |
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Lv 3 | Necromancy | Action |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs ot of its actions. 10 Turns Melee WIS Save Concentration |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. 18m 15m |
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Lv 3 | Necromancy | Action |
Put an ally in a protective coma. They become Resistant to all damage except Physic Damage. Disease and poison have no effect. 10 Turns Melee |
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Lv 3 | Illusion | Action |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. 3 Turns 1 Turn 9m WIS Save Concentration |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. When stepped on by an enemy, the selected magical effect will trigger. Ony one glyph can be active at a time 3m 8m Dex Save |
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Lv 3 | Evocation | Bonus Action |
4-7 Healing Heal up to 6 allies. No effect on undead and constructs. 18m 18m |
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Lv 3 | Abjuration | Action |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration |
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Lv 3 | Abjuration | Action Warlock Spell Slot |
Touch a creature or object to remove all Curses and Hexes affecting it. Melee |
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Lv 3 | Necromancy | Action |
Revive a companion. They return to life with 1 hit point. 9m 9m Always Prepared |
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Lv 3 | Conjuration | Action |
Call forth spirits to protect the area around you. On Save: Targets still take half damage. Caster can't become Invisible while concentrating on this spell |
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Lv 3 | Necromancy | Action |
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions. 9m |
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Lv 3 | Conjuration | Action |
Call forth spirits to protect you. Nearby enemies take 3-24 Radiant damage or 3-24 Necrotic damage per turn, and their movement speed is halved. On Save: Targets still take half damage |
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Lv 4 | Abjuration | Action |
Temporarily Banish your target to another plane of existence. 18m CHASave Concentration |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left. Melee |
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Lv 4 | Conjuration | Action | Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. Melee |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralyzed or Restrained. Melee |
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Lv 4 | Conjuration | Action | Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points. 9m |
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Lv 4 | Transmutation | Action | Transform a creature into a harmless sheep. 18m WIS SaveConcentration |
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Lv 5 | Necromancy | Action | Poison a target and possibly afflict them with a disease of your choice. Melee CON Save |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Aberration, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you. Concentration |
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Lv 5 | Enchantment | Action | Make a humanoid fight alongside you. 18m WIS SaveConcentration |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
10-60 Damage 5d6 Fire Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. On Save: Targets still take half damage. 18m DEX Save |
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Lv 5 | Abjuration | Action | Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it. Melee |
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Lv 5 | Enchantment | Action | Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. 10 turns No effect on undead 18m WIS Save Concentration |
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Lv 5 | Conjuration | Action | 4 ~ 40 Damage 4d10 Piercing Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. 10 Turns On save: Targets still take half damage. 18m CON Save Concentration |
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Lv 5 | Evocation | Action | 6-7 Healing 3d8+3 No effect on undead and constructs. 18m |
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Lv 5 | Abjuration | Action | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. Target must be a celestial, an elemental, a fey, or a fiend. 18m WIS SaveConcentration |
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Lv 5 | Illusion | Action | Disguise up to 4 memebers of your adventuring party. 18m |
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Lv 6 | Evocation | Action | 6-60 Damage Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. 1 Turn 18m DEX SaveConcentration |
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Lv 6 | Necromancy | Action | Raise a corpse as a heinous mummy that fights by your sde. Until Long Rest The target must be a Medium or Small corpse. 3m |
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Lv 6 | Necromancy | Action | 14-84 Damage 14d6 Necrotic Reduce a target's maximum hit points, but never below 1. Until Long Rest On Save: Targets still take half damage 18m CON Save |
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Lv 6 | Evocation | Action | 70 Healing Heal a target's wounds and remove Blindness and any diseases. No effect on undead and constructs. Melee |
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Lv 6 | Conjuration | Action | You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Until Long Rest 18m |
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Lv 6 | Conjuration | Action | Beseech one of these otherworldly entities for aid. 18m |
All Cleric Spells Gallery
Cantrips
Cleric Lvl 1 Spells
Cleric Lvl 2 Spells
Cleric Level 3 Spells
Cleric Level 4 Spells
Cleric Level 5 Spells
Cleric Level 6 Spells
Classes and Subclasses |
Arcane Trickster ♦ Archfey ♦ Assassin ♦ Barbarian ♦ Bard ♦ Battle Master ♦ Beast Master ♦ Berserker ♦ Circle of Spores ♦ Circle of the Land ♦ Circle of the Moon ♦ Circle of the Spores ♦ Cleric ♦ College of Lore ♦ College of Swords ♦ College of Valour ♦ Conjuration School ♦ Divination School ♦ Draconic Bloodline ♦ Druid ♦ Eldritch Knight ♦ Enchantment School ♦ Fighter ♦ Gloom Stalker ♦ Hunter ♦ Illusion School ♦ Knowledge Domain ♦ Life Domain ♦ Light Domain ♦ Monk ♦ Nature Domain ♦ Necromancy School ♦ Oath of the Ancients ♦ Oath of Vengeance ♦ Oathbreaker ♦ Paladin ♦ Ranger ♦ Rogue ♦ Sorcerer ♦ Storm Sorcery ♦ Tempest Domain ♦ The Fiend ♦ The Great Old One ♦ Thief ♦ Transmutation School ♦ War Domain ♦ Warlock ♦ Way of Shadow ♦ Wild Magic ♦ Wild Magic (Barbarian) ♦ Wizard |
- Anonymous
As someone who plays a trickery domain cleric in a 5e tabletop game, the implementation makes me so sad. The channel divinity is nerfed to were it's basically useless. Being able to have an invincible duplicate that walks around and cast spells is such fun, forcing your enemy to dig you out of a corner and break your concentration. Instead we get an immobile illusion that gives you advantage on attacks if your enemy doesn't move.
- Anonymous
If you're interested in a cleric mostly for the cleric spell list, then this is a actually a solid subclass. Disguise Self at-will lets you use interactables normally only available to the smaller races and steal with impunity as long as you can flee to camp safely. Mirror Image is great on an already potentially very tanky class. Fear is useful for getting enemies to drop their weapons, which is decent in combat (uses a WIS save) but more importantly quite a few unique and powerful weapons cannot be pickpocketed and a Trickery Domain cleric who gets Disguise Self/Sanctuary/Spiritual Weapon is in a perfect position to obtain them for the party. Pass Without Trace/Blessing of the Trickster with Improved Invisibility can give one of your party members several free turns to deal as much damage or mayhem as possible. Bestow Curse can make or break difficult fights. Dimension Door is the only spell clerics innately get that allows teleportation, so you won't have to rely on skill-use equipment and can load your cleric with AC/survival items instead.
Any other perk from the subclass is just a bonus really, overall what you get is a perfect support character that complements a party of DPS focused characters really, really well. Your cleric doesn't have to try to compete with broken Tavern Brawler/Sharpshooter/Great Weapon Master/Smite and Sneak Attack builds, he/she can just focus on giving those characters the very best advantage and gear they can have. And that's what Trickery Domain offers.
- Anonymous
I'd trade all these stealth spells for invisibility or greater invisibility. stealth checks literally do not do anything against most enemies because of darkvision.
- Anonymous
If the clone could cast spells and/or draw aggro this would be actually a pretty good subclass.
- Anonymous
Honestly... I feel that going Warlock feels more appropriate for Shadowheart than Trickery Cleric. You just have to headcanon away the "Pact" as being gifts from Shar.
Warlock (Archfey) provides:
Faerie Fire to force enemies out of the darkness.
Darkness and Hunger of Hadar to create darkness.
Invisibility and Greater Invisibility to buff stealthy characters.
Devil's Sight so you can freely see in darkness to abuse Dark Justiciar items.
Pact of the Blade lets you be good with a weapon while focusing on a spell casting stat.
Eldritch Blast in case you want to play more of a caster (Which of course you can scale with spellcasting stat)
Which I feel is just more of a complete character and more conducive to utilizing the Dark Justiciar items (The only malus is that Warlock doesn't innately get Medium Armor proficiency so that would require a feat or a level dip into something like Fighter) than this Trickery Domain.
- Anonymous
IMO the best use for this subclass is to multiclass with STR/DEX invested battlemaster with 8 wisdom and prepare spells that don't require WIS(like Invoke Duplicity, Spirit Guardian, Daylight, Guardian of Faith). I use my Shadowheart this way as a spear(STR weapon) wielding Dark Justiciar(medium armor that needs DEX)
- Anonymous
I love this subclass, has excellent support tools for a gloomstalker ranger to easily pass stealth checks after every turn to rehide, reposition and attack with advantage. Invoke duplicity is also fantastic and easy way to get advantage for multiple party members.
The rest of the utility spells like dimension door, polymorph, bestow curse etc are also great tools.
- Anonymous
- Anonymous
Pass Without Trace is what makes it trickery cleric in the lategame - a buff class, that makes your sneaky allies a lot better.
Gather a party with several Greater Invisibility abusers, slot your Shadowheart into tank with shield (she has 26 AC in my run), put her right on the enemy faces while your damage dealers safely dance in invisibility around, doing advantage on attacks. You can make pretty much any class with access to the Greater Invisibility spell work - you only need 1lvl Rogue to get expertise in stealth.
I only wish channel divinity would do at least something.
- Anonymous
Useless subclass, I mean who needs super cool and useful stuff such as dimension door, pass without trace, dominate person, fear and polymorph. Yeah channel divinity is kinda meh, but otherwise its spell list is very useful for what it purposes, stealth, disabling and infiltration. Oh it doesn't have invisibility, well you can't have it all.
- Anonymous
After the fixes this isn't such bad a subclass anymore. Aoe advantage with no save on demand is quite good with certain party compositions.
- Anonymous
Tbh after 5 lvl this domain becomes actually useful, still one of the weakest for sure. But at 1-4 lvl it’s a hot garbage.
- Anonymous
The subclass starts to shine when you get spells like fear and dimensional door which are nuts in this game.
- Anonymous
There's a lot of misplaced whining about this subclass. Take 3 levels of rogue and any subclass (band of int for arcane trickster or just use buff spells, assassin for strong burst, rogue for extra healing words) and you have a good stealth cleric. +10 to stealth to ENTIRE party is great just for self but with a stealth party this is AMAZING. Throw it into a party with another dedicated rogue, gloomstalker, shadow monk, etc. and your party will be spamming 'nothing personal kid' in all chat. Remember, clerics are really good supports so the subclass can help another stealth character really well.
Seriously though, do you SEE how many concentration spells clerics have? Imagine never having them broken because your cleric is never failing stealth checks or their AC is crazy high with Mirror Image. That's big synergy.
Also, patch 1 makes spells get advantage from stealth.
- Anonymous
boring, disappointing and useless.
respec shadowheart into any other domain as soon as you can.
- Anonymous
- Anonymous
Shadowheart makes a huge point of wanting to be a Dark Justiciar. DJ armor has the 'While Obscured by shadow, the wearer deals 1-4 necrotic damage to attackers that hit them with a melee attack' but can't cast darkness to force the condition? BOOOOO
- Anonymous
Truly, truly awful Subclass. No invisibility, nothing of substantial value. Pass without trace is fine IF IT WASN'T A CONCENTRATION SPELL. So many of the Cleric spells are concentration based so there's absolutely no way to make this class properly work without building around it. Every single subclass is superior to this one. Just reclass Shadowheart if you're using her.
- Anonymous
Why the cleric of Shar, cannot see in the dark, magical or otherwise?
It's like the cleric that worship the sun, not having fire damage spells or protection from fire... It's like, what's even the point?
If she got devil's sight for instance, or just the ability to see darkness spell, that would pretty much make her a very strong sub class, instead of the meme RP loss.
Shar is the Goddess of loss. We're all roleplaying together when we think about all the power we're losing by not respeccing her to one of the good subclasses.
- Anonymous
- Anonymous
- Anonymous
I've seen this domain get a lot of flak. It's very good if you're running a sneaky character along side it. I'd run Shadowheart for sure if I was playing a Rogue, Dex Ranger or Monk.
- Anonymous
Enhance Ability is missing here, Shadowheart gets it at lvl 2/3.
Worst subclass
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