Illusion Domain (5e Subclass)

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Elusion Domain

Cleric Subclass

Being Patronized by a God whose name remains a mystery to all but himself, most of the followers of the Elusion domain have decided to give the God a name that mostly only they will call and know him by, although some followers call him "The Traceless". 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.

Domain Spells

As a Cleric of Elusion, 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.

Elusion Domain Spells
Cleric Level Spells
1st Disguise Self, Feather Fall
3rd Pass Without Trace, Darkvision
5th Blink, Fly
7th Freedom of Movement, Greater Invisibility
9th Mislead, Seeming
Bonus Proficiency

At 1st level you gain proficiency in the Stealth Skill. You also gain advantage on Sleight of Hand checks to untie ropes and other bondages.

Unerring Step

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

At level 6 spells and other magical effects can neither reduce your movement speed or cause you to be paralyzed or restrained.

Unimpeded Movement

At level 8 being underwater imposes no penalties to your movement or attacks.

Channel Divinity
The Traceless' Shroud

Starting at level 17, you can use your channel divinity to choose any creature within 30 feet of you (including you) to gain the effects of Pass Without Trace, Freedom of Movement, Darkvision, and Greater Invisibility, in addition to being untraceable by magical means.


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