Illusory Duelist (5e Subclass)

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Illusory Duelist[edit]

Fighter Archetype

An advantage over your enemy can make all the difference in a battle. Colloquially known as illusionists, the Illusory Duelists are masters of taking on individual enemies, using their techniques to distract and confuse the opponent.

Illusionists are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, illusionists make sure every fight is balanced in their favor and their opponents can’t believe their eyes.

You can make an illusionist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity for ranged/finesse or Strength for melee. Second, choose either the Charlatan or Entertainer background. Third, choose a rapier and leather armor.

Natural Beguiler

At 3rd level, your abilities with illusions have turned you into a master of deception and reality bending, as you acquired a plethora of abilities related to trickery and distraction. You add your Charisma modifier as a bonus to all checks you make with the following skills and tools: Deception, Disguise Kit, Sleight of Hand, Performance and Stealth.

Illusory Self

At 3rd level, as bonus action, you can create an illusory copy on an unoccupied space within 30 feet of yourself. The illusion is a imperfect copy of yourself, appearing a real humanoid, but with enough imperfections to be distinguishable from yourself, allowing any creature to make a Wisdom saving throw against your illusion save DC with advantage. The illusion has 1 hit point and a AC equal 8 + your proficiency bonus. It is immune to all conditions and if it has to make a saving throw, uses your proficiency bonus without modifiers.

Whenever your illusory self is standing within 5 feet of you, it will make hard for your enemies to discern which one is the original. The attacks are made at disadvantage against you. A missed attack against you, however, automatically hits your illusory self, destroying the illusion.

Once in each of your turns, you can use your Action to make a melee weapon attack from your or your illusion position, causing the same amount of damage on a hit. This attack add your Charisma modifier, instead of your regular modifiers to the damage roll, and deal psychic damage, instead of the normal damage.

As you gain levels in this class, you can create more illusions using your bonus action. Each additional illusion is more and more imperfect and translucent and have the same statistics of your illusory self, but are automatically distinguishable from you. You can make attacks with all of them using your Action, but only add your Charisma modifier to the damage of the first one. You can use the same roll for all the attacks when attacking a single target, or make one attack for each opponent individually when attacking multiple targets.

You can create one additional illusion at 5th level, for a total of 2, at 11th level (3) and at 20th level (4).

Army of One

Starting at 7th level, you can cast the spell mirror image, using your bonus action, a number of times equal to your Charisma modifier.

While mirror image is active, you can't create your Illusory Self copies. You regain all uses of this feature after finishing a long rest.

Aura of Invisibility

At 10th level, you can warp the reality around you and all creatures of your choice within 60 feet of you, turning all creatures in the area invisible, with the same properties as the spell invisibility for 1 minute. Using this ability does not require concentration. When you use this ability, you can't use it again until you finish a short or a long rest.

Misleading Step

At 15th level, you become able to use your illusions in conceal yourself to greater extent. As an action, you can distort the light around you, making you invisible until the start of your next turn, or until you make an attack, cast a spell or use one of your class features.

At the same time you create a illusory copy of you in the same space, that lasts until you become visible again or until it suffers damage. This illusion has the same statistics of your illusory self, but it is unable to move. You can move 10 feet as part of the same action.

Clone

At 18th level, you become able to create a perfect copy of yourself. When you finish a long rest, you can create a simulacrum, with the same characteristics of the simulacrum spell. You can only copy yourself with this feature, and this doesn't spend any material components. When you use your hit die to regain hit points during a short rest to regain hit points, your simulacrum regain a number of hit points equal to the number rolled + your Charisma modifier.

You can't have more than one simulacrum at the same time, and creating another when you already have one, make the first one vanishes from existence.

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