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The Illusionist

Thaumaturgus

First Post
This is a class I created a few years ago. My players loved it, so I thought I'd get some outside opinions too, especially when it comes to class balance.

The idea was to create a "stage magician" sort of feel, using real magic as a supplement to sleight of hand and trickery.


Hit Dice: d6.

Skills: Appraise (INT), Balance (DEX), Bluff (CHA), Concentration (CON), Craft (INT), Disable Device (INT), Diplomacy (CHA), Disguise (CHA), Escape Artist (DEX), Gather Information (CHA), Hide (DEX), Intimidate (CHA), Jump (STR), Knowledge (Arcana, Local) (INT), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Perform (CHA), Search (INT), Sense Motive (WIS), Sleight of Hand (DEX), Spellcraft (INT), Spot (WIS), Swim (STR), Tumble (DEX), Use Magic Device (CHA), and Use Rope (DEX).
Points: 6 + INT modifier.

Base Attack Bonus: As Bard
Base Save Progression: Fort- Poor; Reflex- Good; Will- Poor
Spells Per Day and Spells Known: As Bard

Special Abilities by Class Level
1st Apparent defense
2nd Keen eye
3rd Evasion
4th Illusive strike
5th Bonus feat
6th Misdirection 1/day
7th Figment 1/day
8th Extended illusion I
9th Master's eye
10th Slippery soul, Bonus feat
11th Figment 2/day
12th Misdirection 2/day
13th Disappearing act
14th Panache
15th Figment 3/day, Bonus feat
16th Extended illusion II
17th Group act
18th Misdirection 3/day
19th Figment 4/day
20th Illusive barrage, Bonus feat

Class Features

Weapon and Armor Proficiency: Illusionists are proficient with all simple weapons and light armor, but not with shields. Due the simple and focused nature of their magic, an Illuisionist can cast Illuisionist spells while wearing light armor without incurring the normal spell failure chance. However, like any other spellcaster, an Illuisionist wearing medium or heavy armor or using a shield incurs a chance of spell failure if the spell in question has a somatic component (most do). A multiclass Illuisionist still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: An Illusionist uses magic, but in a very specialized and limited manner. He can cast any spell from the Illusionist list of spells (see below). To learn or cast a spell, an Illusionist must have a CHA score equal to at least 10 + the spell level. The DC for a saving throw against an Illusionist's spell is 10 + the spell level + the Illusionist's CHA modifier. Bonus spell slots for Illusionists are based on CHA. An Illusionist begins play knowing two 0th-level spells. At each new Illusionist level, he gains new spells as indicated above. Upon reaching 6th level, and at every even-numbered Illusionist level after that, an Illusionist can choose to learn a new spell in place of one he already knows. In effect, the Illusionist "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Illusionist spell the Illusionist can cast.

Apparent Defense (Ex): Due to trickery and magic, the Illusionist adds her CHA bonus as a dodge bonus to her Armor Class, in addition to DEX. Conditions that cause the Illusionist to lose her DEX bonus to AC also cause the Illusionist to lose this bonus, and the Illusionist cannot be wearing armor heavier than light to use this ability.

Bonus Feats: Illusionists are specialists in their art, and gain bonus feats that reflect their love of show, interest in complicated tools, and secret tricks. The Illusionist gains a feat at 5th level and every fifth level beyond that, selected from the following: Acrobatic, Agile, Animal Affinity, Blind-Fight, Cloak Dance, Combat Expertise, Deceitful, Deft Hands, Exotic Weapon Proficiency, Greater Spell Focus (Illusion), Improved Feint, Magical Aptitude, Nimble Fingers, Open Minded, Persuasive, Quick Draw, Skill Focus, Spell Focus (Illusion), Stealthy.

Keen Eye (Ex): At 2nd level, an Illusionist receives a +4 bonus on all saves against illusions.

Evasion (Ex): At 3rd level, the Illusionist gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the Illusionist is wearing light armor or no armor.

Illusive Strike (Su): At 4th level, an Illusionists becomes able to create short duration Shadows quickly in the heat of combat against enemies that are aleady off guard. Whenever an Illusionist could make an attack roll against a flat-footed enemy, she can instead forgo the attack to have a shadow duplicate of herself appear superimposed in her square and immediately attack her flat-footed enemy and vanish. The Illusionist makes a caster level check and adds his Charisma modifier, which is opposed by his opponent's Armor Class. If the Illusive Strike hits, it does nonlethal damage equal to double damage from the Illusionist with all magical bonuses included. An Illusionist can make an Illusive Strike for every attack she forgoes on a flat-footed enemy.

Misdirection (Sp): Once per day at 6th level, the Illusionist can, as a free action, force one foe of greater than 2 Int within 10' to make a Will save vs. DC of 10 + half the Illusionist's class level + CHA modifier. If the saving throw fails, that foe is treated as flat footed until the foe's next action. This ability involves some sort of communication between the Illusionist and the target (a few words, a gesture, etc). The Illusionist gains an additional daily use of this ability every six levels beyond 6th

Figment (Sp): Starting at 7th level, an Illusionist can cause the figment of an imposing creature to appear in a flanking position against an opponent. Initiating this is a free action, and though the figment makes no real attack, the Illusionist or his ally gains a flanking bonus to his or her own attacks against that foe. This can be used once per day, plus an additional time per day every four levels thereafter.

Extended Illusion: At 8th level, and again at 16th level, the skilled Illusionist can select one Illusion spell that he or she knows and permanently treat it as if affected by the Extend Spell feat without increasing the spell level.

Master's Eye (Ex): By 9th level, an Illusionist is so familiar with illusions that he or she can automatically spot one created by someone else, and disbelieve it, unless the creator of the illusion is at least 4 levels higher than the Illusionist.

Slippery Soul (Su): This ability, gained at 10th level, enables an Illusionist to hide from magical attempts to discern his location. If a divination is attempted against the Illusionist, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 10 + Illusionist level, otherwise the spell fails (in the case of a targeted spell) or simply does not reveal the Illusionist (in the case of an area view).

Disappearing Act (Su): Starting at 13th level, an Illusionist can use the Hide skill at any time, even if an opponent is looking directly at the character.

Panache (Ex): The 14th level Illusionist is so good at trickery and deception that he or she can appear far more intimidating that may be truly the case. The Illusionist gains a +4 bonus on Intimiate checks and can demoralize opponents within 30' as a standard action.

Group Act (Su): At 17th level, the Illusionist's Disappearing Act ability improves, and allows the character to also Hide anything (or anyone) within 10'. Allied characters and creatures the character wishes to Hide using this ability must have a ready action to do so, and use their own Hide bonuses to do so.

Illusive Barrage (Su): At 20h level, the Illusionist masters control of the Illusive Strike ability and can make 2 Illusive Strike attacks for every normal attack she forgoes.

Illusionist Spell List

0th
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Message: Whispered conversation at distance.
Minor Disguise: Makes slight changes to your appearance.
My Light: Your eyes emit a 20-ft. cone of light.
Percussion: Creates illusory drum accompaniment.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Silent Portal: Negates sound from door or window.
Songbird: Perform and gain +1 on your next CHA check .
Unnerving Gaze: Subject takes -1 penalty on attacks for 1d3 rounds.

1st
Amplify: Lowers Listen DC by 20.
Animal Trance: Fascinates 2d6 HD of animals.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disappear: Caster becomes invisible for 2 rounds.
Disguise Self: Changes your appearance.
Distract: Target gets a -4 penalty on Listen, Search, Sense Motive, and Spot checks.
Elfsight: Gain low-light vision.
Erase: Mundane or magical writing vanishes.
Flash: Causes a flash of light that blinds enemies.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Determines properties of magic item.
Magic Aura: Alters object's magic aura.
Magic Mouth: Speaks once when triggered.
Net of Shadows: Ordinary shadows that provide concealment to all in the area.
Obscure Object: Masks object against scrying.
Silent Image: Creates minor illusion of your design.
Smoke Image: Creates minor illusion of your design, out of smoke.
Synesthete: You receive one kind of sense when another sense is stimulated.
Undetectable Alignment: Conceals alignment for 24 hours.
Ventriloquism: Throws voice for 1 min./level.

2nd
Apparition: Subject's face looks terrifying; viewers may become shaken.
Arcane Lock: Magically locks a portal or chest.
Blur: Attacks miss subject 20% of the time.
Control Sound: Create very specific sounds.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60-ft. in total darkness.
Enhance Magical Flow: Your spells have +1 to their save DC for 10 minutes/level.
Ever Scent: Creates an illusory smell.
Find Traps: Notice traps as a rogue does.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Minor Image: As silent image, plus some sound.
Minor Shadow Conjuration: Replicate 1st-level Conjuration spells.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantasmal Assailants: Nightmare creatures strike target for 4 WIS damage, 4 DEX damage.
Phantom Trap: Makes item seem trapped.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Shadow Images: Creates quasi-real mirror images of the caster.
Shadow Mask: Shadows hide your face and protect against darkness, light, and gazes.
Shadow Spray: Shadows daze targets and deal 2 points of STR damage.
Silence: Negates sound in 20-ft. radius.
Suggestion: Compels subject to follow stated course of action.
Wall of Gloom: Shadow barrier obscures vision and deters passage.
Whispering Wind: Sends a short message 1 mile/level.

3rd
Blink: You randomly vanish and reappear for 1 round/level.
Cruel Disappointment: Fools subject for 1 round, then -4 penalty on attacks, saves, and checks.
Curse of the Putrid Husk: Subject is unconscious for 1d10 minutes.
Displacement: Attacks miss subject 50%.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Illusory Script: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Minor Shadow Evocation: Replicates 1st and 2nd-level Evocations.
Reality Blind: Subject can take no actions and afterward does not heal naturally.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Shadow Binding: Ribbonlike shadows daze and entangle creatures in a 10-ft. radius burst.
Shadow Cache: Stash small items on the Plane of Shadow.
Ubiquitous Vision: You have all-around vision.

4th
Dimension Door: Teleports you short distance.
Doomtide: Black mist obscures sight, dazes those inside.
Ghostdweomer: Creates a phantom dweomer around a spell or magic item to foil Dispel Magic attempts.
Greater Magical Flow: As Enhance Magical Flow, but bonus is +2 DC.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Minor Creation: Creates one cloth or wood object.
Modify Memory: Changes 5 minutes of subject's memories.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Well: Target enters gloomy pocket plane and emerges frightened.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Major Creation: As minor creation, plus stone and metal.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
Shadow Hand: Medium-size hand attacks, blocks opponents, or carries items.
Shadowfade: Create a temporary portal to the Nightside.
Suggestion, Mass: As suggestion, plus one subject/level.

6th
Analyze Dweomer: Reveals magical aspects of subject.
Form of Mystery: Subject changes appearance, but looks different to each observer.
Illusory Pit: Creatures in area are stunned or knocked prone while believing they're falling.
Instant Summons: Prepared object appears in your hand.
Invisibility, Mass: As invisibility, but affects all in range.
Mage's Magnificent Mansion: Door leads to extradimensional mansion.
Permanent Image: Includes sight, sound, and smell.
Programmed Image: As major image, plus triggered by event.
Project Image: Illusory double can talk and cast spells.
Reverse Illusion: A real object is cloaked by illusion.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of group of creatures.
 

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Flame_Excess

Explorer
The spells fit perfectly but I don't like the special features though. Evasion ? You should remove that one. Apparent defense not level 1 and I would put it a spell instead of a permanent feature. Panache a spell.

You could put some shapechange every day like the druid has.
 

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