Wizard: Illusionist
Description
As Illusionists, wizards are masters of deception, creating intricate mirages and manipulating reality itself. These wizards are often artists, storytellers, or spies, weaving illusions so convincing that they can alter perceptions and even change the course of events.
Subclass (Arcane Traditions) of Wizard
Wizards are scholarly spellcasters who wield magic through rigorous study and intellectual prowess. They devote themselves to the pursuit of arcane knowledge and spend years mastering ancient tomes and grimoires. Unlike sorcerers who possess innate magic, wizards learn their spells through careful research, experimentation, and memorization.
As arcane scholars, wizards can cast a wide variety of spells from their spellbook, which they record meticulously. They have the flexibility to prepare different spells each day, adapting to the challenges they might face. Wizards are known for their versatility and utility, possessing spells that can manipulate the elements, control minds, summon creatures, and more.
In addition to their vast array of spells, wizards can specialize in a particular school of magic known as an Arcane Tradition. These traditions, such as the School of Evocation, grant wizards unique abilities and focuses, honing their magical expertise.
Wizards are often seen as the wise and knowledgeable members of the party, offering invaluable insights and problem-solving capabilities. With their deep understanding of the arcane arts, wizards unravel the mysteries of magic and reshape reality to their advantage, leaving their mark on the world as esteemed and formidable spellcasters.
Core Illusionist Traits
Hit Points
Proficiencies
Weapon: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throw: Intelligence, Wisdom
Skills: You have 2 of the following skills: Arcana, History, Insight, Investigation, Medicine, Religion.
Starting Gold
You start with 4 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) an explorer’s pack
- Spellbook (1)
You start with the following equipment, in addition to the equipment granted by your background:
- (a) quarterstaff or (b) dagger
- (a) component pouch or (b) any arcane foci
- (a) scholar's pack or (b) explorer's pack
- spellbook
Illusionist Features Table
| LVL | Pro+ | Features | Cantrips Known | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | – | – | – | – | – | – | – | – |
| 2nd | +2 | Illusion Savant, Projected Reality, Arcane Tradition | 3 | 3 | – | – | – | – | – | – | – | – |
| 3rd | +2 | – | 3 | 4 | 2 | – | – | – | – | – | – | – |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | – | – | – | – | – | – | – |
| 5th | +3 | – | 4 | 4 | 3 | 2 | – | – | – | – | – | – |
| 6th | +3 | Refractionary Presence | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
| 7th | +3 | – | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
| 9th | +4 | – | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
| 10th | +4 | Mirage Weaver | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
| 11th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 13th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 14th | +5 | Reality Breaker | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 15th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 17th | +6 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Subclass Features
Illusion Savant
The gold and time you must spend to copy an illusion spell into your spellbook is halved.
Projected Reality
When you cast an illusion spell of 1st level or higher, you can create an additional minor illusory effect within the spell's range. This effect lasts as long as the original spell and can be as complex as a small object or as simple as a sound. Creatures investigating the illusion must make separate Investigation checks to discern each component.
Refractionary Presence
As a bonus action, you can make yourself appear to be in two places at once. A spectral image of you appears within 30 feet, mimicking your actions and making no sound. You can switch your perception between yourself and the image as a bonus action. The illusion lasts for 1 minute or until you dismiss it. You can use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after a long rest.
Mirage Weaver
Once per short rest, you can weave a complex illusion around yourself or an object within range as an action. This illusion can make the target appear as something else entirely or alter its features in a detailed way. The illusion lasts for 10 minutes and withstands physical interaction, but a successful Investigation check against your spell save DC can reveal it.
Reality Breaker
Once per long rest, you can cast an illusion spell as though it were real. For the duration of the spell, it interacts with the world as if it were real substance and matter. If the illusion deals damage, it deals psychic damage instead. Once the duration ends, the illusion fades, leaving no trace of its physicality.
Subclass
Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Wizard Spells
This section presents the Wizard spell list. The spells are arranged by level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.
| L | Title | School | Special |
|---|---|---|---|
| 6 | Twin Portal | Evocation | C, M |
Notes
Credits: Squire 5 (5.1)