1: Domain Spells, Blessing of the Trickster, Trickster's Insight
2: Channel Divinity: Invoke Duplicity
6: Deceptive Spellcasting
8: Blessed Strikes
17: Improved Duplicity
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 24 hours or until you use this feature again.
The best pranks have a clear target. Starting at 1st level, you can attempt to learn something about a creature that will help you trick it. As an action you can make a Wisdom (Insight) check opposed by the target’s Charisma (Deception) check. If you succeed on this contest, you gain an expertise dice on Deception and Disguise checks against the target for the next 24 hours.
Once you target a creature with this ability you can’t target it again until you've completed a long rest.
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Also, as an action, you can command your duplicate to make a melee attack, using your spell attack bonus and dealing 1+wisdom modifier damage (blessed strikes also apply to this attack, when the feature becomes available).
Additionally, when use your Channel Divinity to Invoke Duplicity you can choose to become invisible while seamlessly leaving your illusory duplicate in the same space. This invisibility lasts until the end of your next turn, or until you attack a creature, or cast a spell.
While your duplicate exists you can secretly swap places with your duplicate as a bonus action if it is within the same distance as your movement. You then become hidden from any creatures that rely on Sight and Sound for perception as if taking the Hide action, using your spell DC in place of the Dexterity (Stealth) roll.
Starting at 6th level, when you cast a spell you can ignore the Vocalized and Seen components.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
You are blessed with divine might in battle. Starting at 8th level, once per round, when you would deal damage to a creature with a weapon attack or a cleric cantrip, you may deal an additional 1d8 points of damage of a type appropriate for you domain (see Narrator). At 14th level, the additional damage with weapon attacks increases to 2d8 (cantrips still only deal an additional 1d8).
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.