Latest Update: August 9, 2026 – Categories: Baldur’s Gate 3, BG3 Cleric Builds
The Trickery subclass is an overlooked Cleric build that can make your entire party better through invisibility, deception, and illusions. In this guide, we explain the subclass and give you the ultimate build for BG3.

The Trickery subclass is focused on stealth and illusion magic, but retains all the healing and support spells Cleric players love. The major strength of the build is giving Advantage on attack rolls when enemies are standing next to your illusion. You consistently increase the damage of your party with the Trickery subclass while giving it a Rogue vibe.
This guide covers The Illusionist; a pure Trickery Domain Cleric 12 tuned for Honour Mode, plus the Way of Shadow Monk variant that leans into the theme. It’s the ideal partner for a stealth or crit-focused party.
This build guide is updated for Baldur’s Gate 3 Patch 8, Community Update #36, Version Number: 4.1.1.7209685.
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BG3 Trickery Domain Cleric Build at a Glance

| Category | Selection |
| Classes | Cleric 12 (Trickery Domain) |
| Best Race | Wood Half-Elf (alt: Half-Orc, Wood Elf) |
| Key Ability | Wisdom |
| Best Feats | Ability Improvement WIS (4), War Caster (8), Alert (12) |
| Core Combo | Invoke Duplicity → party-wide Advantage → your crit and Sneak Attack allies delete the target |
| Difficulty to Play | 3 / 5 |
| Shines In | Every act; strongest in a stealth or crit-focused party |
Why Use the Trickery Domain Cleric Build?

Imagine using an illusion spell that tricks enemies to swing, wasting a turn. Not only that, but you gain advantage near the illusion so melee characters can deal huge damage and rarely miss. This is exactly what the Trickery subclass focuses on, giving you some unique buffs and invisibility on demand. Here’s what you can expect from the Trickery subclass in BG3:
- Party-wide Advantage: Invoke Duplicity places an illusion that you and every ally get Advantage on attacks against enemies within 3m of it. No concentration required. That’s a bigger swing on your party’s damage than most buffs, and it turns your party into critical and Sneak Attackers into monsters.
- You become invisible. The illusion also draws enemy attention, and Cloak of Shadows (level 6) lets you vanish entirely when obscured; reposition, re-hide, and set up the next ambush.
- The best stealth-party enabler. Blessing of the Trickster plus Pass Without Trace makes even a heavy-armored party sneak reliably, setting up Surprise rounds that end fights before they start.
- Still a full Cleric. Healing Word, Spirit Guardians, Revivify, Death Ward, and Heal are all yours; you control the fight and keep the party standing.
Trickery’s value is almost entirely in what it does for the rest of the party, so it’s mediocre in a group that can’t convert Advantage into damage. Meaning, you must build around this subclass using melee and Rogue-type characters to take full advantage of its features. Party composition (see below) becomes much more important than a Life Cleric build.
Trickery Domain Cleric Build Character Creation

| Choice | Selection |
| Class | Cleric |
| Subclass | Trickery Domain |
| Best Race | Wood Half-Elf |
| Background | Folk Hero |
| Ability Scores | STR 8 DEX 14 CON 16 INT 8 WIS 17 CHA 10 |
| Skill Proficiencies | Medicine, Insight |
| Deity | Lolth or Shar (Shadowheart only) |
Best Race for the Trickery Domain Cleric Build
Wood Half-Elf is the best fit because of extra movement (1.5 meters), Fey Ancestry, Darkvision, and an extra skill proficiency for the stealth-focused kit. Trickery Cleric wears medium armor (no heavy armor from the domain), so mobility matters more here than on a Life or War Cleric.
Alternatives: Half-Orc if you plan to lean into the Monk variant and want crit damage, or Wood Elf for the same movement bonus with Mask of the Wild stealth proficiency.
Best Ability Scores (point buy) for Trickery Domain Cleric Build

Wisdom is your most important ability score and you should set it to 17 if you plan on getting Auntie Ethel’s Hair bonus in Act 1. This grants a +1 bonus permanently, and with one feat you will be at 20 Wisdom in Act 1. Plus, you can get another +2 Wisdom with Mirror of Loss in Act 3. If this is too complex, drop Wisdom to 16 and increase Intelligence.
Constitution is your second most important ability score for HP and also concentration saving throws. This will be important to hold illusion spells or control spells. Dexterity to 14 is important to combine with medium armor for high AC, while you can dump Strength to 8 as it’s only used for carrying capacity.
Best Background

Use the Folk Hero Background, which is Wisdom-based, granting both Animal Handling and Survival skills.
Best Skills

Take Insight and Medicine as your skills since they are Wisdom-based.
Leveling Progression – Trickery Domain Cleric Build
Domain spells are granted free and are always prepared; they never count against your prepared-spell limit. The right-hand column is what you actually choose.
| Lvl | Features | Domain spells (free) | Cantrip / Prepared picks |
| 1 | Trickery Domain: Blessing of the Trickster; medium armor | Charm Person, Disguise Self | Cantrips: Guidance, Sacred Flame, Light; Spells: Healing Word, Guiding Bolt, Command, Bless |
| 2 | Channel Divinity: Invoke Duplicity; Turn Undead | – | Spell: Sanctuary |
| 3 | Level 2 spells | Mirror Image, Pass Without Trace | Spell: Spiritual Weapon |
| 4 | Feat: Ability Improvement (+2 WIS, 17 to 19); new cantrip | – | Cantrip: Resistance; Spells: Hold Person, Aid |
| 5 | Destroy Undead; level 3 spells | Bestow Curse, Fear | Spell: Spirit Guardians |
| 6 | Channel Divinity: Cloak of Shadows | – | Spell: Mass Healing Word |
| 7 | Level 4 spells | Dimension Door, Polymorph | Spell: Death Ward |
| 8 | Feat: War Caster; Divine Strike: Poison (1d8) | – | Spell: Freedom of Movement |
| 9 | Level 5 spells | Dominate Person, Cloudkill | Spell: Mass Cure Wounds |
| 10 | Divine Intervention | – | Cantrip: Thaumaturgy; Spell: Flame Strike |
| 11 | Level 6 spells | – | Drop Healing Word, take Heal, Heroes’ Feast |
| 12 | Feat: Alert | – | Spell: Planar Ally |
Here are the most critical choices for you to pick and why:
- Level 2: Invoke Duplicity. The reason to play this subclass. Party-wide Advantage on demand; this is your opening move in most fights.
- Level 4: Ability Improvement. Wisdom 17 to 19 early sharpens your control-spell DC right as Hold Person comes online, so Fear and Hold land more reliably through the mid-game. You cap at 20 later via permanent boosts.
- Level 6: Cloak of Shadows. Turn invisible when obscured. Combined with the illusion drawing attention, you become nearly impossible to pin down.
- Level 8: War Caster. Arrives later on this leveling path than on a standard Cleric, so from levels 5 to 7 your concentration on Spirit Guardians and Hold Person rests on a bare Wisdom-adjacent save; play a little defensively in that window, or carry an Elixir of Peerless Focus until the feat lands. Once online, it protects every control spell you cast.
- Level 12: Alert. +5 initiative fixes the Cleric’s structural weakness. Getting Invoke Duplicity down before the enemy acts is worth more on a support build than a marginal stat point, and your Wisdom is capped at 20 by permanent boosts by then.
Best Spells, Cantrips & Channel Divinity

Cantrips. Guidance for constant out-of-combat utility, Sacred Flame as ranged filler (radiant, pairs with the Callous Glow Ring), and Light cast on an enemy to Illuminate it and switch on that ring’s bonus damage. Resistance rounds out the set.
Spells to prepare by tier (domain spells listed separately, since they’re free):
- Level 1; Domain: Charm Person, Disguise Self. Prepared: Healing Word (dropped at 11 for Heal), Guiding Bolt, Command, Bless
- Level 2; Domain: Mirror Image, Pass Without Trace. Prepared: Spiritual Weapon, Sanctuary, Hold Person, Aid
- Level 3; Domain: Bestow Curse, Fear. Prepared: Spirit Guardians, Mass Healing Word
- Level 4; Domain: Dimension Door, Polymorph. Prepared: Death Ward, Freedom of Movement
- Level 5; Domain: Dominate Person, Cloudkill. Prepared: Mass Cure Wounds
- Level 6; Prepared: Heal, Heroes’ Feast, Planar Ally
Pass Without Trace (+10 to the whole party’s Stealth) sets up Surprise rounds. Fear makes a pack of enemies drop their weapons and flee. Mirror Image makes you nearly impossible to hit. Polymorph turns a boss into a sheep, and Dominate Person turns one into your puppet. These are always prepared and free; treat them as your real toolkit.
Channel Divinity
- Invoke Duplicity (level 2): place an illusion; you and allies get Advantage on attacks against enemies within 3m of it. This is the build.
- Cloak of Shadows (level 6): become Invisible when obscured. Reposition, re-hide, break line of sight, or set up an ambush.
Turn Undead and Destroy Undead clear the undead of Act 2 as with every Cleric.
Multiclass Options
Pure Cleric 12 (recommended). You want Invoke Duplicity, the full domain spell list up to Dominate Person, level-6 spells, and three feats. Trickery’s value scales with staying a full caster, so a dip costs more than it gives.
Trickery Cleric 10 / Way of Shadow Monk 2. The thematic variant, and a genuinely strong one. Monk’s Shadow Arts gives you Darkness and Pass Without Trace; Shadow Step teleports you between shadows. Plus, with Cloak of Shadows and Invoke Duplicity, you become an illusionist-assassin. It costs your level-11 and level-12 Cleric features, so you lose Heal and a feat, but it leans all the way into the domain’s identity. Best on a Dark Justiciar Shadowheart run.
Trickery Cleric 1 as a dip. A single level grants Invoke Duplicity’s Blessing of the Trickster but not Invoke Duplicity itself (that’s level 2), so a one-level dip is mostly for the domain spells and Advantage-on-stealth. Two levels gets the real prize. Rogues and Rangers sometimes take the two-level dip purely for on-demand party Advantage.
Withers respecs for 100 gold to test any of these.
Action Economy & Buff Stacking

Before combat: cast Pass Without Trace and move the party into stealth for a Surprise round, and keep Bless up on your attackers after concentration is broken with Pass.
Each turn:
- Action → Invoke Duplicity on turn one to set up party-wide Advantage, then Spirit Guardians or a control spell (Hold Person, Fear, Dominate Person) after.
- Bonus Action → Healing Word to pick up an ally, or Spiritual Weapon to add chip damage.
- Channel Divinity → Cloak of Shadows to vanish and reposition when things get hot.
- Reaction → War Caster keeps a reaction spell available.
Your first turn sets the stage; illusion down, Advantage granted, the party swings with a huge accuracy edge. After that, you’re controlling (Hold, Fear, Dominate) and healing while your damage dealers clean up. You are rarely the one dealing the killing blow, and that’s correct. Remember you only get one concentration spell, so choose carefully.
The Advantage Engine
Advantage is the most valuable buff in Baldur’s Gate 3, and Trickery is the only Cleric that hands it to the whole party on demand. On top of that, this build layers two enemy-debuff engines through its gear, so you’re simultaneously making your party hit harder and making every enemy weaker. Understanding all three is understanding the build.
What Advantage actually does for your party:
- Roughly +5 to every attack roll on average; a bigger accuracy swing than Bless, and it stacks with Bless
- Doubles your crit chance, which is enormous for crit-fishing builds (Champion Fighters, Half-Orcs, anyone with an expanded crit range)
- Enables Sneak Attack for a Rogue every single turn, since Advantage satisfies the condition; a Thief or Assassin next to your illusion is dealing full Sneak Attack damage every round
- Improves Great Weapon Master and Sharpshooter by offsetting their −5 penalty, so the +10 damage toggles come online for free
How to place the illusion well. It has a 3m Advantage radius, so drop it in the middle of the enemy cluster or right beside the priority target. Both the attacker and the target must be within 3m of the illusion, so position it where your melee allies already are. On turn one, this is almost always your first action.
The crit combo. Invoke Duplicity plus a crit-focused ally is the whole point: give Advantage to a Champion Fighter or an Assassin, and you roughly double their already-high crit rate. Add a Hold Person from your own spell list; held enemies are auto-crit in melee, and the target simply evaporates.
The stealth combo. Blessing of the Trickster and Pass Without Trace let a full party (even in heavy armor) pass Stealth checks, triggering a Surprise round. Open from stealth, place Invoke Duplicity, and your party gets a Surprise turn and Advantage before the enemy has acted.
Gear Progression Path – Trickery Domain Cleric build
Trickery wears medium armor (no heavy armor from the domain), so keep Dexterity at 14 for AC. This gear path is built around stacking two debuff engines at once: Radiating Orb and Reverberation. Both trigger on your spell damage, and because your Spirit Guardians aura ticks on every adjacent enemy each turn, one aura applies both debuffs to a whole pack simultaneously.
Act 1 (Early Game)

| Slot | Item | Effect | How to Get |
| Head | Holy Lance Helm | Enemies who miss you take 1d4 Radiant damage. | Found in a chest in the Rosymorn Monastery (X:121, Y:35). |
| Cape | None (or Deathstalker Mantle in Act 1 if Dark Urge) | N/A | N/A |
| Chest | Luminous Armour | Deals Radiant damage to trigger Radiating Orb AOE. | Found in a chest in the Selunite Outpost, Underdark. |
| Gloves | Gloves of Belligerent Skies | Applies Reverberation on afflicted condition | Githyanki Creche, Inquisitor’s chamber |
| Boots | Boots of Stormy Clamour | Healing a target grants them 3 Temporary HP. | Sold by Omeluum in Ebonlake Grotto |
| Necklace | Amulet of Misty Step | Bonus-action reposition | Defiled Temple gilded chest |
| Ring 1 | Ring of Protection | +1 AC and saves | Tiefling Hideout rewarded by Mol |
| Ring 2 | Crusher’s Ring | Increases movement speed by 3 meters. | Looted or stolen from Crusher in the Goblin Camp. |
| Weapon 1 | Phalar Aluve | Shriek aura adds 1d4 Thunder damage to all party hits. | Found in the Underdark (Sword in the Stone). |
| Shield | Adamantine Shield | Enemies who miss you become Reeling; crit immunity. | Crafted at the Adamantine Forge in Grymforge. |
| Ranged Weapon | Bow of Awareness | Grants +1 Initiative bonus while equipped. | Sold by Roah Moonglow in the Shattered Sanctum. |
Act 2 (Mid Game)

| Slot | Item | Effect | How to Get |
| Head | Coldbrim Hat | Inflicts Encrusted if you inflict a condition | Moonrise Towers in Balthazar’s Chambers |
| Cape | Cloak of Protection | +1 to Armour Class and Saving Throws. | Sold by Quartermaster Talli at Last Light Inn. |
| Chest | Luminous Armour | Remains Best-in-Slot for the orb engine. | Carried over from Act 1. |
| Gloves | Gloves of Belligerent Skies | Applies Reverberation on afflicted condition | Carried over from Act 1. |
| Boots | Boots of Stormy Clamour | Healing a target grants them 3 Temporary HP. | Carried over from Act 1. |
| Necklace | Spineshudder Amulet | Applies Reverberation on spell damage | Moonrise Towers, Isobel’s room mimic |
| Ring 1 | Coruscation Ring | Spells inflict Radiating Orb when you are in light. | Found in the Last Light Inn cellar behind a cracked wall. |
| Ring 2 | Callous Glow Ring | Deals extra Radiant damage to illuminated targets. | Found in a chest in the Gauntlet of Shar vault. |
| Weapon 1 | Phalar Aluve | Shriek aura adds 1d4 Thunder damage to all party hits. | Carried over from Act 1. |
| Shield | Ketheric’s Shield | +1 to Spell Attack/Save DC; Shield Bash. | Looted from Ketheric Thorm at Moonrise Towers. |
| Range | Darkfire Shortbow | Fire and ice resistance | Purchased from Dammon in Last Light Inn |
This is where both engines come fully online. With the Coldbrim Hat keeping you illuminated, the Coruscation Ring applies Radiating Orb and the three Reverberation sources (gloves, boots, Spineshudder) apply Reverberation, all off the same Spirit Guardians tick. Every enemy adjacent to you loses accuracy (Radiating Orb) and marches toward a knockdown (Reverberation) every single turn.
Act 3 (Best in Slot)

| Slot | Item | How to Get |
| Helmet | Helm of Balduran | Dragon’s Sanctum beneath Wyrm’s Rock (Act 3): on the altar after Ansur’s trials |
| Cloak | Cloak of Protection | Carry over from Act 2. |
| Armour (Chest) | Luminous Armour | Carry over from Act 1. |
| Gloves | Gloves of Belligerent Skies | Carry over from Act 1. |
| Boots | Boots of Stormy Clamour | Carry over from Act 1. |
| Amulet | Amulet of the Devout | Offerings chest, Stormshore Tabernacle basement, Lower City (Act 3) |
| Ring 1 | Callous Glow Ring | Carry over from Act 2. |
| Ring 2 | Coruscation Ring | Carry over from Act 2. |
| Main Hand | Phalar Aluve | Carried over from Act 1. |
| Off-Hand | Viconia’s Walking Fortress | Dropped by Viconia in the House of Grief, Daughter of Darkness quest (Act 3) |
| Ranged | Hellriders Longbow | Sold by Ferg in Rivington |
The Amulet of the Devout is the priority pickup for an extra Invoke Duplicity charge; if you’d rather run a fourth Reverberation source, you can keep the Spineshudder Amulet instead, but the extra Advantage from Devout is usually worth more than one more Reverberation stack.
Potions, Elixirs, and Consumables

Only one elixir can be active at a time.
- Elixir of Peerless Focus; immunity to losing concentration, which protects your control spells (Hold Person, Dominate Person) through incoming damage. A strong default for a control-focused build.
- Elixir of Vigilance; +5 initiative and no Surprise, so you place Invoke Duplicity before the enemy moves.
- Superior Elixir of Arcane Cultivation; an extra level-3 slot for another Spirit Guardians or control spell.
- Always carry: Scrolls of Revivify, plus Invisibility potions to stack with Cloak of Shadows for repositioning.
Illithid Powers and Synergies
- Black Hole; clusters a pack around your illusion, so a single Invoke Duplicity grants Advantage against the whole group at once.
- Favourable Beginnings; Advantage and a bonus on your opening control spell so it lands.
- Fly; reposition to place your illusion perfectly and stay out of melee.
- Cull the Weak; free finishing damage on enemies your party’s Advantage-boosted attacks have wounded.
Permanent Bonus Tracker
Funnel every permanent Wisdom source into this build:
| Permanent buff | Act | Location | Effect |
| Auntie Ethel’s Hair | 1 | Spare or deal with Auntie Ethel | +1 to a chosen stat; take Wisdom |
| Mirror of Loss | 3 | Gauntlet of Shar | +2 Wisdom after the ritual |
Start Wisdom 17, take Auntie Ethel’s Hair in Act 1 for 18, then the level-8 Ability Improvement caps you at 20. If you miss Ethel, the Mirror of Loss (+2) reaches 20 the same way. Either path hits the cap without spending your level-12 feat, which is reserved for Alert.
Party Synergies
The Trickery Cleric is a pure force multiplier; it does little on its own and enormous amounts for the right allies. Build the party around converting Advantage into damage.
- Melee (Lae’zel Fighter): Keep Lae’zel near illusion for advantage with Greatsword and Great Weapon Master.
- A controller (Gale Wizard): clusters enemies into Spirit Guardians while you handle sustain.
- Rogue Melee (Astarion as Multiclass): Use Astarion Rogue dual-wield for utility and huge sneak attack criticals.
BG3 Trickery Domain Cleric Build FAQ
1. Is the Trickery Cleric good in Baldur’s Gate 3?
Yes, in the right party. It grants party-wide Advantage on demand via Invoke Duplicity, has the best domain spell list of any Cleric (Fear, Polymorph, Dominate Person), and enables stealth ambushes. Its own damage is low, so it shines as a support in a crit- or stealth-focused group and underperforms in a party that can’t use Advantage.
2. Is Trickery Domain the worst Cleric subclass?
It’s often ranked low because its personal damage is weak, but that misjudges it; Advantage is the strongest buff in the game, and Trickery is the only Cleric that grants it party-wide with no concentration. In a crit party, it’s one of the best supports available.
3. What does Invoke Duplicity do?
It summons an illusion; you and your allies gain Advantage on attack rolls against any enemy within 3m of it (the attacker must also be within 3m). It costs a Channel Divinity charge but requires concentration.
4. Should I multiclass a Trickery Cleric?
Stay pure 12 for the full domain spell list and Heal. The one worthwhile alternative is a 2-level Way of Shadow Monk dip for a thematic illusionist-assassin that trades your top two Cleric levels for Shadow Step and Darkness.
5. What are the best feats for a Trickery Cleric?
Ability Improvement first (Wisdom to 19 at level 4) so your control spells land through the mid-game, then War Caster at level 8 to protect concentration, and Alert at level 12 to fix the Cleric’s low initiative so your Invoke Duplicity lands before the enemy moves.
6. Does Trickery Cleric get heavy armor?
No. Unlike Life, War, Tempest, and Nature, Trickery uses medium armor, so keep Dexterity at 14 for AC.
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