Thievery Domain

Many thieves find themselves praying for a long and fruitful career at some point in their life of burglary. Some go further, practicing prayer as much as pilferage. These priests devote themselves to the gods of thievery, channeling their god to filch things mortals cannot.

Thievery Domain Spells Cleric Level Spells 1 disguise self, unseen servant 3 misty step, invisibility 5 haste, nondetection 7 arcane eye, greater invisibility 9 passwall, misslead

Acolyte of Thievery At 1st level, you learn the cantrip Pick and you gain proficiency with sleight of hand and thieves tools.

Blessing of the Thief Also at 1st level, you can use your action to touch a willing creature to give it advantage on Dexterity (Sleight of Hand) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Steal Spell Starting at 2nd level, your god grants you the ability to steal more than just material objects. While within 5ft of a spellcaster you may use your channel divinity as an action to attempt to steal the last spell they cast. Make a contested sleight of hand check verses the creatures perception. If you succeed they lose all knowledge of the spell and may no longer cast it for 1 minute. If the spell is of a level you can cast, you also gain the knowledge to cast the spell and may cast it once without expending a spell slot within this minute. Once you cast the spell or the minute passes you forget how to cast the spell if you did not know it before, and the original owner regains the knowledge to cast the spell.

Channel Divinity: Pick Creature At 6th level, you gain the ability to pick people the same way you pick locks. As an action, you may use your Channel Divinity to end a condition that is on a creature within 5ft of you. The condition ends and is stored on your lockpick for 1 minute. While the condition is stored on the lockpick, the next time a creature fails a spell save against a spell you cast they suffer the condition stored on the lockpick on top of the spells effect. They suffer this condition for 1 minute and may attempt to end the condition early as an action by completing a successful wisdom saving throw against your spell save DC.