Illusion Wizard Rewrite

by camsey

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Illusion Wizard Subclass Rewrite

You knock three times and the door bends itself a face and mouth to protest your solicitation. "Come back later, I am busy." it says in a splintered voice. You insist and knock again on the door's now bulbous eye, your hand passing through it. The door sighs open and you come into full view of an exquisite burning living room, with three identical robed wizards awaiting you. "Enter, if you dare!", they say in unison seemingly unaffected by the burning furniture on which they sit. You sit unmarred in flames as you explain your unwanted presence to the irritated triplets.

Phantasms, projections, fel-realities! An illusionist is a master of perception and deception alike. Students who study this school might use their mastery of the arcane to fabricate visual and audible spectrums to fool the senses. Other more sinister students might tap into the meta-physical realities deep within our minds to quite literally bring fear to life. However, even a perfect projection can be discerned or shaken, but, to an Illusionist, reality is yet an unfinished definition. Through arcane study and experimentation, the illusionist can give greater permeability to their creations. So the illusionist asks you, "What is 'real'?"

School of Illusion

I attempt to bring the trickery and deception of the illusionist into play in the battlefield. Some abilities were enhanced or moved to an earlier level to encourage a wider range of play. While not explicitly an evil or mischevious school of magic, I lean heavily on Illusory Reality's description of 'shadow magic', as the arcane threads that an aspiring wizard would pull on in pursuit of more permeability in their creations. Discuss what that mean's in your DM's cosmology.

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

Malleable Illusions

Starting at 2nd level, you gain the Improved Minor Illusion cantrip. When you cast this cantrip you can create both an image and a sound in a single casting.

In addition, when you cast any illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Illusory Defense

Starting at 6th level, you can create an illusory duplicate as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you or a creature within 30 feet of you, you can use your reaction to interpose an illusory duplicate between the attacker and the target. The attack automatically misses and the illusion dissipates.

You can use this feature multiple times, but never on the same attacker twice during an encounter.

Illusory Reality

Beginning at 10th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.

Phantasmal Puppet

By 14th level, you can summon threads of shadow magic to cloak yourself or an ally. As an action, you can touch a willing creature to appear however you choose. It can appear the same or larger, but not a larger size category. The appearance is tangible and exists as a near perfect extension of the target, mimicking the cloaked creatures movements.

The puppet lasts for 8 hours, or until dismissed. While cloaked in this way, attack rolls against you have disadvantage and stealth rolls are made with advantage. Additionally, when you take damage you can use your reaction to dismiss the cloak into the brunt of the attack, receiving no damage.

While within line of sight, the illusionist can use a bonus action to separate and mentally control the phantasm. Once separated, the originally cloaked creature becomes invisible for 1 hour. During that duration, the puppet becomes intangible, but under your control. As a bonus action or as part of separating the cloak, you can move the puppet up to 30 ft and make a single melee spell attack. On a hit, the target takes 6d10 necrotic damage and the puppet dissipates.

Fan Content Made By @sirfratly
 

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