Divine Domain: Illusion
Life is illusion. Reality is subjective. Senses are trustworthy only as far as they can be verified and triple-checked. As a cleric of this domain you will become harder and harder to pin and track down and eventually be able to hide your allies.
This domain is available to followers of Melil, the Traceless, ...
Domain Spells
As a Cleric of Illusion, you gain the following Domain spells at the appropriate levels. Domain spells are always considered prepared and do not count against the number of spells you can prepare each day.
Illusion Domain Spells
Cleric Level | Spells |
---|---|
1st | disguise self, feather fall |
3rd | darkvision, pass without trace |
5th | blink, fly |
7th | freedom of movement, greater invisibility |
9th | mislead, seeming |
Bonus Proficiency
At 1st level you gain proficiency in Stealth. You also gain advantage on Intelligence (Sleight of Hand) checks to untie ropes and other bondages.
Unerring Step
Starting at 1st level you are unaffected by nonmagical difficult terrain and other effects that reduce movement speed.
Channel Divinity: Weasels' Gift
Starting at 2nd level, you can use your Channel Divinity to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.
Escapists Deflection
Starting at 6th level, spells and other magical effects can neither reduce your movement speed nor cause you to be paralyzed or restrained.
Unimpeded Movement
Starting at 8th level, being underwater imposes no penalties to your movement or attacks.
Channel Divinity: The Traceless' Shroud
Starting at 17th level, you can use your channel divinity to choose any creature within 30 feet of you (including you) to gain the effects of darkvision, freedom of movement, greater invisibility, and pass without trace in addition to being untraceable by magical means.