Trickery Domain - Again, mostly implemented per 5e Tabletop rules. Exception is Blessing of the Trickster lasts for 1 hour or until used again in Tabletop. BG3 requires Concentration, or it is cancelled when used again. Also, Invoke Duplicity still isn't implemented well. It is like Minor Illusion, which also doesn't work well. I still struggle to get Minor Illusion to distract enemies.

Anyway, Trickery Clerics are the stealthy, deceptive clerics. They CAN be tanks as well, but typically they focus on Dexterity, wear Leather armor (or other uninhibiting armor) so Stealth isn't inhibited, and they tend to be more ranged; hopping in and out of shadows like a rogue.

For the most part, this is done okay in BG3, but actually BG3 makes them less effective than Tabletop. Blessing of the Trickster being a Concentration ability means that Trickery Clerics can't use Shield of Faith in conjunction with Blessing of the Trickster. Also, BG3's janky bad stealth system makes Stealth checks virtually pointless anyway. If you're in the sight cone, you're pretty much spotted. It's really hard to stealth when in the sight cone. Period. But, that's kinda normal for Tabletop as well. If in line of sight, it's hard to stealth. However, the problem is that when NOT in line of sight, no roll is really necessary. So, if no roll is necessary, the need for Stealth Advantage is pretty much negated. Essentially, what I'm saying is, Blessing of the Trickster is practically useless in BG3. It is ONLY useful if you are going to stealth right into an enemy's sight cone, and even then you'd better get really lucky because chances are it'll do a Stealth check two or three times before you even get back to your turn. Then, to make it even more useless, you can't use Bless or Shield of Faith or ANY other concentration spell as long as you are using Blessing of the Trickster. Thus, one of the MAIN special abilities of the Trickster Cleric is severely hacked at the knees - partially because there is no time in the game, and partially because they've made it so it's Concentration to keep it up, and finally partially because Stealth in BG3 REALLY needs an overhaul so that it actually creates value for abilities like Blessing of the Trickster.

Then there's Invoke Duplicity. Essentially, this spell should create a little Familiar-like Minion for you to control. It is a PERFECT illusion of the caster, and it lasts for 10 rounds or until you lose your Concentration. Again, Concentration is required for Invoke Duplicity, not Blessing of the Trickster. This is important. Why? Because you can use Channel Divinity three times per short or long rest. This is a MAJOR Trickster Cleric mechanic. The Trickster Cleric should be able to cast Blessing of the Trickster, dash into hiding and then Invoke Duplicity on the next turn. What this does is essentially causes every enemy to think that her duplicate IS her. As a bonus action, she can then move her duplicate up to 30 feet to a space she can see, but it must remain within 120 feet of her. Then, as if that wasn't awesome enough, she can cast spells as though she WERE in the illusion's space, again, as long as she has line of sight (I think the rules state that she must use her own senses). And then, as if all that wasn't enough, when both her and her illusion are within 5 feet of a creature that can see the illusion, the Trickery Cleric has advantage on attack rolls against that creature, given how distracting the illusion is to the target.

My suggestion: First, gotta fix stealth mechanics in BG3. Period. There needs to be NON-sight-cone Stealth checks, and extended sight cones. I suggest Hearing Rings based on an enemy's Passive Perception, and Sight Cones need to extend to a range equal to that of the Hearing Rings. If sneaking beyond 10 times Passive Perception, no roll necessary - so Sight Cones also extend only up to 10 times Passive Perception. Stealth is automatic if beyond this range. So, if enemy has Passive Perception of 11, you can sneak up to 110 feet away without a roll even if the enemy is facing you. Some conditions apply. For example, in dark areas, light source would limit Sight Cones even for those with Dark Vision. Why? Because the light messes with Dark Vision. If enemies are using a Light Source, then they should only be able to see up to the edge of the Light Source. Thus, easier to sneak in the Underdark and so forth where enemies are using torches and jazz.

If within 10 times Passive Perception, a single Stealth check per round/every 6 seconds, is necessary. If Sneaking character is outside Sight Cone, DC is Passive Perception. If inside Sight Cone, DC is Passive Perception but the Sneaking character has Disadvantage.

This makes Blessing of the Trickster WAY more valuable. Now, even to get close to an enemy who has their back to you, you have to make Stealth checks every 6 seconds or round (if in Turn-based mode). Having Advantage, therefore, becomes SO much more valuable. Even IF you are in a Sight Cone, Blessing of the Trickster becomes quite important, for you would negate the Disadvantage on each roll. Also, if you wear armor that penalizes you with Stealth Disadvantage, this power negates that disadvantage, which is really important if you now have Hearing Rings to contend with.

My second suggestion is that Invoke Duplicity needs to be made like a Familiar that you can control. Of course, this requires them to implement some sort of control over a minion via Bonus action, which they need to do anyway for other minions in 5e. But I'll get into that when I go over other classes. The point is, we NEED this kind of functionality in the game. Invoke Duplicity is very similar to how Familiars are supposed to be with wizards, and it is so important that they implement this right. It REALLY makes a world of difference when a spellcaster, like a Trickster Cleric, can cast spells through their minion.

Remember, one of the main points of the Trickster is diversion and avoidance. So, Shadowheart should be a ranged person using her Invoke Duplicity and Blessing of the Trickster in tandem to stay hidden and wail on enemies or distract them from a distance while her companions do a lot of the dirty work. Without Stealth being fixed and done properly, and without these two abilities working in tandem, the Trickster Cleric is severely hindered. In a word, the Trickster becomes quite lame without these two Channel Divinity abilities working powerfully in her favor.