Illusionist (5e Class)

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Illusionist[edit]

the Illusionist[edit]

Creating a Illusionist[edit]

Quick Build

You can make a Illusionist quickly by following these suggestions. First, charisma should be your highest ability score, followed by Constitution or dex. Second, choose the acolyte background. Third, choose the rapier and daggers. most common alignments are true neutral, lawful neutral, or lawful evil.

Class Features

As a Illusionist you gain the following class features.

Hit Points

Hit Dice: 1d6 per Illusionist level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Illusionist level after 1st

Proficiencies

Armor: Light, medium
Weapons: Martial
Tools: cartographers tools
Saving Throws: Wisdom, and Constitution.
Skills: arcane, history, persuasion, deception, performance, slight of hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Rapier and a dagger or (b) Longsword and a shortbow
  • (a) Leather Armor and a shield or (b) half plate
  • Explorer’s Pack
  • If you are using starting wealth, you have 25 Gp in funds.

Table: The Illusionist

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 cantrips-Minor Illusion, Mage Hand Minor Illusion as cantrip, Mage Hand as cantrip
2nd +2 illusionist
3rd +2
4th +2 Ability Score Improvement, spell slot recovery
5th +3 meta magic
6th +3
7th +3
8th +3 Ability Score Improvement, dual schooled
9th +4 master illusionist
10th +4 improved meta magic
11th +4
12th +4 Ability Score Improvement, master of a second school
13th +5
14th +5
15th +5 ultimate illusionist
16th +5 Ability Score Improvement
17th +6
18th +6 the grand deceiver
19th +6 Ability Score Improvement
20th +6 god of the illusionary realm


<!-Subclass Feature->[edit]

<!-At 8th level, you can choose a new master to follow, either to take the performer-being that you follow a path of the entertainer, divine, you decide to follow a path that a god wants you to follow, or demonic, where you decide to take on a more evil master. each choice may change your alignment, demonic-LE, divine-LG, or performer-LN. peformer allows you to take the bard spell list instead. the divine allows you to take the cleric. demonic allows you to take spells from the warlock class.->

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<Class Feature[edit]

illusionist-
when casting spells from the school of illusion, ignore material components. you have the same amount of spell slots as the sorcerer class. 
spell slot recovery-
you can recover spell slots during short rests up to 5th level.
meta magic
Dual schooled- 8th level

you may take another school of magic from the wizard class and cast with intelligence mod, treat casting the same.[cannot use if you have taken, divine, performer, or demonic]

master illusionist -
when casting spells from the school of illusion you can ignore concentration.
improved meta magic- you may roll a 1d6 at the start of each new day and add that to your meta magic
master of the second school-

ignore material components of spells required by your school.

ultimate illusionist-

spells casted from the illusion school, does not take up spell slots.

the grand deceiver-

you may cast the spell grand illusion having a casting range of over 4,000ft. you must be able to either have been to the place of casting or be able to see it.

god of the illusionary plane-

you can create a plain of existence that is under your control. the plain remains in a random area in the cosmos you may use a spell slot of 3rd level or higher to enter this plain, to take allies with you have to expend an additional spell slot of the same level for each ally. everything that you can think of becomes real inside of this dimension. if it leaves the dimension it turns back into an illusion.

ultimate illusionist -

you may cast other spells when you cast illusion school spells. casting illusion spells get double spell slots

DIVINE[edit]

these casters decide to follow a more divine path

Template:Divine study

you may take the cleric spell list up until the 3rd level as well as the illusionist spell list.

Template:Holy senses

you have an active protective sphere around you that tells you if people are good evil, or deceiving you, you may also choose 1 first level spell that you can cast for free 4 times a day. this is permanent.

Template:Divine blessing

when attacked by undead or evil aligned creatures instead or taking damage you instead recover the amount of damage you would have taken, if this exceeds your hit points its treated as temporary. you may expend a 5th level spell slot to reset this feature, or take a long rest.

DEMONIC[edit]

these casters decide its much better to follow a darker path.

Template:Demonic study

you may take any patron you wish with that spell list of warlock up until 3rd level

Template:Demonic regeneration

with this feature you can expend a spell slot to recover hit points, 1d6 times slot level after first minimum is 2d6+ charisma modifier. you may also recover hit points after each short rest

Template:Demon form

at 13th level you can expend a 5th level spell slot to enter a demonic form with a cr equal to your level or lower. this acts the same as the "wild shape" feature.

PERFORMER[edit]

these casters are more of a whimsical tone being that they decide that the find entertainment for interesting that fighting

Template:Bardic study

you may take the bard spell list up till 3 level as well as the illusionist spell list

Template:Bardic inspiration

you can cast bardic inspiration with the use of a illusionary show

Template:One man opera

at 13th level you can cast greater bardic inspiration giving players 1d12 instead of 1d6. and you can cast illusion spells without taking spell slots


Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list-> arcane weapon, burning hands, cause fear, charm person, chromatic orb, command, comnpelled duel, create or destroy water, detect magic, disguise self, dissonant whispers, distort value, false life, fog cloud, illusory script, ray of sickness, silent image, unearthly chorus, unseen servant.

2nd Level

<!-2nd level spell list-> alter self, blindness/deafness, blur, crown of madness, darkness, darkvision, digital phantom, dust devil, enthrall, find traps, invisibility, levitate, magic mouth, magic weapon, mirror image, nystul's magic aura, phantasmal force, shadow blade, silence, suggestion, summon bestial spirit

3rd Level

<!-3rd level spell list-> counterspell, elemental weapon, fear, fly, gaseous form, hypnotic pattern, lightning bolt, major image, phantom steed, wind wall, wall of water.

4th Level

<!-4th level spell list-> charm monster, confusion, conjurer minor elemental's, freedom of movement, greater invisibility, hallucinatory terrain, phantasmal killer, storm sphere, wall of fire, synchronicity.

5th Level

<!-5th level spell list-> animate objects, creation, dream, hold monster, mislead, modify memory, reincarnate, seeming, telekinesis, wall of force, wall of light

6th Level

<!-6th level spell list-> conjure fey, mental prison, move earth, programmed illusion, wall of ice,

Multiclassing[edit]

intelligence- 12, wisdom-12, charisma-14 Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: with playing cards, and cartographers tools.



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