The Veiled Witness
A veteran Trickery cleric's shadow-worn codex holds the veils, silences, and grave mercies needed to expose a secret cult without letting it claim another victim.
Spellbook · Level 20 Trickery Domain Cleric · Level 20
The Veiled Witness
A veteran Trickery cleric's shadow-worn codex holds the veils, silences, and grave mercies needed to expose a secret cult without letting it claim another victim.

Ex librisVesper LornTrickery Domain Cleric of the 2014 D&D 5E rules

At a glance
Level
20
Level 20 Trickery Domain Cleric
Spells
12
2 cantrips, 4 signature
Spell slots
1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
9th level
At the table
A margin note
Plot hook
Spells
12 spellsCantrips
2- One creature you can see within range makes a Wisdom save, taking necrotic damage on a failure, or greater damage if it is missing any hit points.
- Duration
- Instantaneous
- Target
- One creature you can see
- Components
- V, S
- Save or attack
- Wisdom saving throw
- Damage
- necrotic; at character level 5, at 11, at 17
- Higher levels
- Damage increases at character levels 5, 11, and 17.
- Source
- Xanathar's Guide to Everything
- Create one of several minor supernatural effects, such as a harmless tremor, a changed voice, or a door swinging open or shut.
- Duration
- 1 minute
- Target
- A minor effect within range
- Components
- V
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
1st level
2- Alter your appearance, including clothing and equipment, within the spell's limits; the changes do not withstand physical examination.
- Duration
- 1 hour
- Target
- Self
- Components
- V, S, M (a small strip of black cloth)
- Save or attack
- None; Intelligence (Investigation) check against your spell save DC can reveal the illusion
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook, Trickery Domain spell
- Up to three creatures that fail their saves subtract from attack rolls and saving throws for the duration.
- Duration
- Concentration, up to 1 minute
- Target
- Up to three creatures
- Components
- V, S, M (a drop of blood)
- Save or attack
- Charisma saving throw
- Higher levels
- When cast using a slot of 2nd level or higher, target one additional creature for each slot level above 1st.
- Conditions
- Poisoned
- Source
- Player's Handbook
2nd level
3- Create a 20-foot-radius sphere where sound cannot be created or pass through. Thunder damage cannot be dealt there, and creatures inside are immune to thunder damage.
- Duration
- Concentration, up to 1 hour
- Target
- A 20-foot-radius sphere centered on a point within range
- Components
- V, S
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
- You and creatures you choose within 30 feet gain +10 to Dexterity (Stealth) checks and leave no tracks or other traces of passage.
- Duration
- Concentration, up to 1 hour
- Target
- Self and chosen creatures within 30 feet
- Components
- V, S
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook, Trickery Domain spell
- Three illusory duplicates appear around you. When a creature targets you with an attack, a roll may cause it to target a duplicate instead; a hit destroys that duplicate.
- Duration
- 1 minute
- Target
- Self
- Components
- V, S
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook, Trickery Domain spell
3rd level
1- Spirits surround you in a 15-foot-radius area. Chosen creatures have their speed halved there, and they take damage on a failed save, or half as much on a success.
- Duration
- Concentration, up to 10 minutes
- Target
- Self, with a 15-foot-radius area
- Components
- V, S, M (a small silver mirror)
- Save or attack
- Wisdom saving throw when a creature enters the area for the first time on a turn or starts its turn there
- Damage
- radiant damage per round
- Higher levels
- Damage increases by for each slot level above 3rd.
- Conditions
- Frightened
- Source
- Player's Handbook
4th level
1- Teleport yourself from your current location to a destination you specify. You can bring one willing creature of your size or smaller within 5 feet, carrying its gear, if it has room there.
- Duration
- Instantaneous
- Target
- Self and one eligible willing creature within 5 feet
- Components
- V
- Higher levels
- When cast using a slot of 5th level or higher, the range increases by 100 feet for each slot level above 4th.
- Source
- Player's Handbook, Trickery Domain spell
5th level
1- Make a melee spell attack. On a hit, the target takes necrotic damage and is poisoned; it makes Constitution saves at the ends of its turns, with the spell's disease effects determined by those saves.
- Duration
- Instantaneous
- Target
- One creature
- Components
- V, S
- Save or attack
- Melee spell attack; on a hit, the target is poisoned and makes Constitution saves as the spell specifies
- Damage
- necrotic damage
- Higher levels
- No effect from using a higher-level spell slot.
- Conditions
- Blinded, Deafened
- Source
- Player's Handbook, Trickery Domain spell
8th level
1- You and chosen creatures within 30 feet gain advantage on all saving throws, and attack rolls against them have disadvantage. Fiends and undead also have disadvantage on saves against effects that turn undead.
- Duration
- Concentration, up to 1 minute
- Target
- Self and chosen creatures within 30 feet
- Components
- V, S, M (a tiny silver reliquary worth at least 500 gp)
- Save or attack
- None to cast; hostile creatures that hit protected creatures with melee attacks must make a Constitution save or be blinded until the spell ends
- Higher levels
- No effect from using a higher-level spell slot.
- Conditions
- Frightened
- Source
- Player's Handbook
9th level
1- Touch a creature that has been dead no longer than 200 years, unless it died of old age. Restore it to life with all its hit points and replace missing body parts; the spell also purifies poisons and cures nonmagical diseases.
- Duration
- Instantaneous
- Target
- One dead creature
- Components
- V, S, M (diamonds worth at least 25,000 gp, consumed by the spell)
- Save or attack
- None; the creature must be willing to return
- Higher levels
- No effect from using a higher-level spell slot.
- Source
- Player's Handbook
In the margins
3 notes
DiaryA veil is not a lie if it keeps the hunted alive.
WarningKeep allies clear of the marked circle. The guardians do not recognize a whispered apology.
DiagramThree mirrored lamps, one unlit: the hidden door answers to the shadow that has no flame.
The book itself
Its silver ink is easiest to read by reflected light.
The book's shadows are ordinary decoration, not an additional magical effect.
The owner treats concealment as a way to protect the vulnerable, not merely to deceive.
The caster
Trickery Domain Cleric of the 2014 D&D 5E rulesVesper Lorn
Studies: Veils, misdirection, and protective shadow ritesManner: Soft-spoken, observant, and unfailingly courteous, Vesper lets others underestimate them until the moment a secret matters.Focus: A silver hand mirror backed with black glass, used to catch and redirect reflected light.Quirk: Vesper leaves a small blank space beside every name in their journal, filling it only when that person can safely speak for themselves.Wants: Find the missing witness whose testimony can expose the patron, and bring them safely before a just tribunal.Vesper was once a temple investigator who used disguises and quiet passage to protect witnesses. After a powerful patron erased the testimony of an entire congregation, Vesper devoted their life to preserving truths that must first be hidden to survive.
The book
A narrow, black-leather codex with silvered page edges, a clasp shaped like a closed eye, and diagrams that seem to deepen when viewed by lamplight. Its pages smell faintly of myrrh and extinguished candles.
Its wards · GM only
About the book
FormatBlack-leather codex
ThemeShadow
Written by aLevel 20 Trickery Domain Cleric
Caster level20
SystemDungeons & Dragons 5th Edition
Plot hooks
1A city magistrate hires the party to recover the codex, unaware that its owner hid evidence of the magistrate's secret alliance inside its binding.
2The cleric's shadow has begun pointing toward a sealed chapel even when its owner faces another direction.
3A village protected by the cleric's old ward has fallen silent, and the ward will not admit anyone who carries a lit flame.
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