Mischief Domain

While some gods delight in simple trickery for its own sake, gods of mischief embrace pranksome hijinks with a keen eye towards embarrassment or discomfiture. Their tricks are targeted to create maximum chaos and are accompanied with a bombastic flair that loves showmanship as much as deception. Troublemaking is a kind of performance art. The servants of true mischief want to get away with everything, but it’s only fun if they can do it with style.

Mischief Domain Spells
Level Spells
1st dissonant whispers, hideous laughter
3rd enthrall, phantasmal force
5th hypnotic pattern, nondetection
7th compulsion, confusion
9th animate objects, mislead

Showmanship

At 1st level, you gain proficiency in Performance and Sleight of Hand. If you already have proficiency in either skill from another source, your proficiency bonus is doubled for that skill.

Channel Divinity: leave Them Laughing

Starting at 2nd level, you can use your Channel Divinity to unleash a wave of japes and jibes at all creatures of one type (e.g., fey, humanoid) within 30 feet of you. As an action, you can use the vicious mockery cantrip against all creatures of that type. Creatures with Intelligence below 5 are immune, and creatures that do not share a language with you have advantage on their saving throw.

Dirty Trick

At 6th level, due to your artful shenanigans and mastery of balance, you can use a Dexterity (Sleight of Hand) check in place of a Strength (Athletics) check to Shove an opponent, either to push or knock them prone. You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you complete a long rest.

Bouncing Spell

At 8th level, when you target a single creature with a spell and it succeeds on its saving throw to negate the effect, you can redirect the spell to target a different creature that you can see within 30 feet of the original target (and also still within the spell’s range from you). The new target must then make a saving throw or be affected by the redirected spell. You cannot redirect a spell that still has a partial effect on a successful save, nor a spell that affects multiple targets or an area. Once you have used this ability, you must complete a short or long rest before doing so again.

Duck and Cover

At 17th level, as a reaction when you would be damaged by a melee or ranged weapon attack and another creature is adjacent to you, you can drop prone and attempt a Dexterity saving throw with a DC equal to the attack roll. If you fail the check, you take half damage from the attack. If you succeed, you take no damage from the attack and can select one creature adjacent to you and have the attack strike them instead. If the attack roll would hit that creature’s AC, it takes full damage from the attack, or half damage if it succeeds on a Dexterity saving throw with a DC equal to the attack roll.

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