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.