You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
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.
At 8th level you gain the ability to infuse your weapon strikes with poison - a gift from your diety. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 6th level, you can use your Channel Divinity to vanish.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Starting at 2nd level, 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 feer 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.
Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Beginning at 10th level, you can call on your diety to intervene on your behalf when your need is great. Imploring you diety's aid requires you to use your action.
Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your diety intervenes.
The DM chooses the nature of the intervention, the effect of any cleric spell or cleric domain spell would be appropriate.
If your diety intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Starting at 5th level, when an undead fails its saving throw agains your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Cleric Level___________Destroys Undead or CR . . .
5th____________________1/2 or lower
8th____________________1 or lower
11th___________________2 or lower
14th___________________3 or lower
17th___________________4 or lower
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
You can use your action to touch a willing ceature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.