Thats good advice, thanks. This sound fun!I would also count more general mischief-makers - Jester from Critical Role's second campaign is a pretty good example of a Trickery Domain Cleric as part of a group.
Many gnomish deities share the trickery domain, so does various gods of Shadow (Sehanine) or Luck (Tymora) and their evil counterparts. Now, of course the gods of strife and assassins is a rather niche cult, but I'm sure their worship would be quite common for vengeance seekers or disgruntled characters.Thats good advice, thanks. This sound fun!
But how many people will worship a mischief maker? I mean even Loki THE Mischief god is seen as more evil. I could the worship of some artists, but generelly a fun loving, good mischief god would be a very small god.
Knowledge, Death, Nature, Sea, Travel,.. would seem much more important and common.
What irritates me a bit is that Clerics and Druids are better at Cantrip Attacks than the Sorcerer and Wizard. Shouldn't they get a similar boost since they are completly dependend on their spells (lower HP and AC) and are considered the offensive spellcasters.
Otherwise I really like the new Cleric. DI might be a bit strong in the hands of a min-maxer, but level 10 is high enough that it might not be that important (there is enough game breaking stuff at that level)
OK. Looks like there is some confusion here, possibly caused by the initial question being phrased slightly misleadingly.Damage spells of wizards should be higher than cleric's because clerics have more martial abilities.
I'm bolding the bit that I think isn't true -- Cleric cantrips may do more damage on average (once the +WIS bonus kicks in at level 8), but they are less fun, starting from level 1, since they aren't attacks that the player rolls, they are saves the DM has the creatures make.OK. Looks like there is some confusion here, possibly caused by the initial question being phrased slightly misleadingly.
The new cleric can choose whether to focus on attacks and martial capabilities, or get the bonus damage to cantrips.
Traditionally clerics have always had better at-will attacks than arcane casters since it is assumed that a reasonable proportion of their spell slots will be going towards healing and similar effects to prop up the party, leaving them less spell slots to do their own stuff. Therefore their capabilities when not spending spell slots are improved (either tougher and higher melee damage for the martially-inclined clerics, or more damage with cantrips for the cleric concentrating on spellcasting.
It is also worth noting that some wizards get improvements to cantrips as well. Its not a case that all clerics get better cantrips than all wizards.
You can used a Wis-based ranged attack as a Cleric if you're a High Elf or a Tiefling (with the possible exception of Chthonic Tiefling depending on whether Chill Touch was changed or not).That's a choice they've made, and have stuck with since the beginning of 5e. There are no laser clerics here (the exception is the Arcana cleric, which they didn't move to Xanathar or Tasha). And (until the recent playtest) the options for a WIS-based ranged attack with an attack cantrip have been very limited.
Not in 2014 -- that's only changed with the recent playtest stuff (I'm pretty sure).You can used a Wis-based ranged attack as a Cleric if you're a High Elf or a Tiefling (with the possible exception of Chthonic Tiefling depending on whether Chill Touch was changed or not).
How do you actually play a adventuring trickery Cleric?
I don't mean ruleswise, but storywise. Aren't trickery Deities connected to thiefs, spys and other secretive stuff? This would work as a solo Adventurer or Villain, but as soon as you use any of your given powers everyone around you knows that you are a cleric and with time even that you have trickery powers and who would accept that or how can you do your trickery stuff any longer.