Illusionist (4e Class)

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Contents

[edit] Illusionist

They say you can use mind over matter to overcome any obstacle. But what will you do when the obstacle is your mind?
—Janus, High Knight of Vell, Lost Scrolls of Vell Hall
Class Traits
Role: Defender/Controller. While never actually physically damaging your enemies, you mentally assault them with illusions and debilitate their will.
Power Source: Psionic and Shadow. Through your mental strength you can summon illusions of the most terrifying creatures, but also control the shadows to actually summon creatures of the dark.
Key Abilities: Intelligence, Charisma, Wisdom
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, Staves
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 14 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 5 + Constitution modifier
Trained Skills: Arcana or Insight.  From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha)
Build Options: Saboteur Illusionist, Synergist Illusionist
Class Features: Illusory Weapon, Psionic Augmentation, Status Bolt

<!-Description.->

Illusionist Overview

Characteristics:
Religion: Illusionists know that even if you can see it that doesn't mean it exists. Most illusionists are skeptics of any or all religions and deities so they tend not to worship or even believe in such things.
Races: Deva, drow, and shardminds are adept at illusory powers and tend to be the most common illusionists.

[edit] Creating an Illusionist

Saboteur Illusionists tend to deal illusory damage from afar. Synergist Illusionists use their illusions to buff allies and weaken enemies.

[edit] Saboteur Illusionist

You control the battle with your far reaching illusory techniques. Saboteurs attempt to damage and disable their enemies. Intelligence is a key ability for all illusionist powers. As a saboteur your second ability should be Charisma for your damaging abilities. Wisdom is a good third in case you want to take defensive powers.

Suggested Feat: Deadly Saboteur (Human Feat:Courageous Mind)
Suggested Skills: Arcana, Bluff, Perception, Stealth
Suggested Encounter Power: houdini strike
Suggested Daily Power: illusory weakness
[edit] Synergist Illusionist

You defend yourself and your allies by disabling enemies and buffing allies. Intelligence is a key ability for all illusionist powers. As a you second ability should be Wisdom for bonuses granted by your buffering powers and penalties inflicted by your disabling powers. Charisma is a good third in case you want powers that deal more damage.

Suggested Feat: <!-suggested feat-> (Human Feat:Human Ingenuity)
Suggested Skills: Diplomacy, History, Insight, Streetwise
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: <!-suggested daily power->

[edit] Illusionist Class Features

All Illusionist's share these class features.

Illusory Weapon: While wielding an implement you have proficiency with you can create the illusion that it is a weapon. Staves can take on the appearance of any military two-handed weapon; proficiency bonus, damage, and enhancement bonus is equal to that of the staff. Orbs take on the appearance of hand crossbows; enhancement bonus equals that of the orb, damage equals that of a hand crossbow (1d6). Both attacks are Int v. Will; damage bonus equals your Int modifier.

Psionic Augmentation: Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.

You regain all your power points when you take a short or an extended rest.

The Augmentable keyword

A power that has the augmentable keyword has optional augmentations, which a character can use at the cost of power points. Only certain characters have power points, usually as a result of their class. Unless otherwise noted, using an augmentable power follows these rules.

Decide First: A creature must decide whether and how to augment an augmentable power when it chooses to use the power, before making any attack rolls or applying any of the power’s effects.

Power Point Cost: An augmentation specifies its cost in power points. For example, “Augment 1” means a creature must spend 1 power point to use an augmentation. The creature must spend the required power points when it decides to use the augmentation.

One at a Time: A creature can use only one augmentation on a power at a time, so it can’t, for example, spend 3 power points to use both a 1-point and a 2-point augmentation on a single power.

Replace Base Effects: When a power is augmented, changes to the power are noted in the description of the augmentation. If an augmentation includes a specific power entry, such as “Hit” or “Effect,” that entry replaces the entry in the base power that has the same name. An augmented version of a power is otherwise identical to the base power.

Unaugmented: When a creature uses an augmentable power without augmenting it, the power is referred to as unaugmented for that use (some effects apply only when a power is unaugmented). A power that doesn’t have the augmentable keyword is never considered unaugmented.

Level Power Points
1 2
3 4
7 6
11 8
13 9
17 11
21 13
23 15
27 17

Status Bolt: If you choose the Saboteur build you gain the Status Strike at-will power. If you choose the Synergist build you gain the Status Ward at-will power.


Status Strike Illusionist Attack Feature
You send out a bolt of psionic energy laced with status ailments.
At-Will Star.gif Psionic, Illusion, Psychic
Standard Action Melee touch or Range 5
Target: One enemy
Attack: Intelligence Vs. Will
Hit: 1d6 + Charisma modifier. Roll 1d6 to determine status ailment the attack inflicts. This status ailment lasts until the end of you next turn.
  • 1: Slowed
  • 2: Weakened
  • 3: Deafened
  • 4: Blinded
  • 5: Prone
  • 6: Dazed
  • 7: Stunned
  • 8: Restrained
  • 9: Immobilized
  • 10: Helpless
Special: Level 11: Increase range to Range 10, and roll 1d8 to determine status ailment.

Level 21: Increase damage to 2d6, and roll 1d10 to determine status ailment.

  • Augment 1: Roll 2d6 to determine status ailment.
  • Augment 2: Roll 2d6 to determine status ailment, and the status ailment becomes save ends.


Back to Main Page4e HomebrewPowersIllusionist Powers



Status Ward Illusionist Attack Feature
You send out a bolt of psionic energy laced with status protection.
At-Will Star.gif Psionic, Illusion, Psychic
Standard Action Melee touch or Range 5
Target: One enemy
Attack: Intelligence Vs. Will
Hit: 1d8 + Wisdom modifier
Effect: You or one ally makes a saving throw at the beginning of the their next turn with +2 bonus.
Special: Level 11: Increase bonus to +4.

Level 21: Increase bonus to +6.

  • Augment 1:You and one ally makes a saving throw at the beginning of your respective turns with +2 bonus.
  • Augment 2: You and one ally makes a saving throw at the beginning of your respective turns with +2 bonus, and negate the effects of the next on-going or save ends status ailment on you or one ally.


Back to Main Page4e HomebrewPowersIllusionist Powers


[edit] Powers

An Illusionist's powers are called illusions and attack through the mind with little to no physical damage. A list can be found Illusionist Powers (4e Power List).

[edit] New Key Word

Vulnerability:Certain Illusionist attacks have the vulnerability effect. Vulnerability has the attacker roll 1d10 to determine damage type from the list below. The target is now vulnerable 5 to this damage type for however long the attack specifies. If the target is already vulnerable to the damage type roll again until the damage type is one the target is not vulnerable to. If the target resists the damage type, then reduce resistance by 5. Vulnerability increases to 10 at 11th level, 15 at 21st level, 25 at 30th level, and +5 every 5th level after 30th.

Roll: Damage Type

  • 1: Acid
  • 2: Cold
  • 3: Fire
  • 4: Force
  • 5: Lightning
  • 6: Necrotic
  • 7: Poison
  • 8: Psychic
  • 9: Radiant
  • 10: Thunder

[edit] Illusionist Feats

Heroic Tier Racial Feats
Name Description
Deadly Saboteur You roll for conditions as if a tier above.
Paragon Tier Racial Feats
Name Description
Epic Tier Class Feats
Name Description

Back to Main Page4e HomebrewClasses, Paragon Paths, and Epic DestiniesClasses

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