D&D General Illusionists better in 2024

TheSword

Legend
[Edit: I’ve added in some thoughts on uses for illusions beyond the simple hide in an illusory crate.]

The New Improved Illusionist Subclass

So it feels like illusions have gotten a little bit better in 2024. To that end I thought I would do a direct comparison between 2014 Illusionists and their spells and 2024. To be honest it’s not a class I’ve played but I’m very tempted.

The subclass kicks in at level 3 now, which is not a big problem. Particularly when you see what they get.

Illusion Savant (Level 3) Instead of halving the cost of scribing illusion spells you now gain 2 illusion spells and another one each time you gain a new level of spells.

Improved Illusion (Level 3) As well as learning minor illusion and being able to create an image and a sound at once, you now get extra abilities. You don’t need verbal components to cast illusion spells, range of illusion spells is increased by 60ft, and casting minor illusion is now a bonus action for you.

Malleable Illusion (Level 6) which allowed you to change ongoing illusions is gone and replaced with Phantasmal Creatures (Level 6) which adds conjure fey and conjure animal to your spells prepared and if you make them Phantasmal at 1/2 hp you can cast the spell without using a spell slot.

Illusory Self (Level 10) is the same however you can now restore this 1/short rest ability without an action by expending a level 2 spell slot.

Illusory Reality (Level 14) no change.

All in all a very attractive set of abilities.

Uses for Illusions

I’ve been looking at the kinds of things we could use illusions for. It’s really important to me that they not be things that break the system or try and make illusions do things that they don’t do. Hyper realistic 2D paintings of empty rooms for instance. I want to be playing the game not arguing with my DM about forced perspective. If I’m doubt I’m being cautious so no using Non-detection to make illusions seem real.

This list is by no means comprehensive, more just a set of broad musings. There may be inconsistencies so please do point out if I make any mistakes

Conceal
The ubiquitous 5’ shrub/crate/barrel/wall. For minor illusion this might just give you enough to take a hide action. Or conceal a small creature. It won’t give you cover but it will make you unseen. Best to assume if you attack through your concealment someone who sees that will realise your crossbow bolt firing crate is an illusion and your concealment will disappear.

With more powerful illusions you could make a wall covering one side of a room set a few feet out - what a great ambush spot. Or you might conceal a door or entrance. Have a fallen comrade on the ground? You can cover them with a disguise until you can get to them. Or want to stop a fallen foe being healed - do the same. Many spells require line of sight and your illusions can break that. Some more powerful spells like hallucinatory terrain or mirage arcana could conceal immense areas even entire armies.

You can also conceal other threats. Hide that pit in the floor. Hide that pressure plate. Hide the spell effect that would otherwise be easy to avoid.

Distract
The classic magician’s trick. Get someone to look in one direction and miss what’s happening in another. These kinds of illusions don’t even need to be that realistic. Minor illusion now will allow you to create an image and a sound as loud as a scream. It’s the equivalent to throwing a pebble in the other direction but probably faster and more impressive. Enough to allow your party to sneak by or to give you time to use sleight of hand to swipe an object or bring into play another illusion.

Confirm
Several enchantment spells require ‘reasonable’ circumstances. Suggestion for instance. Your spells can make otherwise unreasonable suggestions seem reasonable. If the individual won’t have an opportunity to investigate or disbelieve because they are affected by other magic it won’t matter if they could walk through the effect. Bonus points if you can make someone attack their own friends through the seeming spell.

Imitate
Illusions can help you impersonate other people. Either in person using disguise self, shouting through a door with minor illusion or by creating a full moving talking image of the thing you’re imitating. Some perform skill and a sense of the plausible will probably help here. But what about imitating other spells. It might be very useful to make your foes think any of spells and effects are in play. Particularly when not requiring verbal components means you can shout whatever nonsense words you like when casting your illusions.

Attract
A small sack lying on the ground with gold coins glinting through the opening would be tempting to many people. Or a damsel in distress. Similar to distract except it’s more likely if you get it right that creatures will investigate.

Compel
Some illusions will override a persons free will. Fear for instance will cause them to flee. Phantasmal force can cause them to become convinced something is real.

Confuse
Any time you can get the foe to hesitate you’re benefiting. Just caused someone to fall asleep - create an illusory sleeping body on the ground a few feet away. Make them chose - make them question what they are seeing.

Communicate
The PowerPoint of the D&D universe. Maps, helpful illustrations, directional signage and much more. Want to ask if someone has seen your quarry - show them a realistic image of the persons face. Trying to communicate with someone who doesn’t speak your language. Enhance your hand gestures with illusions. Even simple warnings and messages could be left for friends or foes.

Injure
Illusions can hurt - Phantasmal force, Phantasmal killer and Weird can all do damage even if it’s all psychic. That little bit of realism can help to reinforce the truth of the illusions. You didn’t pick the school because of the huge amount of damage it can cause but these spells simultaneously inhibit the target in other ways at the same time.

Illusions can also trick people into other situations that hurt. If the illusionist dispels that mirage arcana that the advancing orc horde is climbing its gravity that does the damage. Same with the illusory ladder that isn’t really there or false floor.

Escape
Between laying false trails and hiding your escape route it should be relatively easy for a skilled illusionist to escape an encounter.

Mock
Not to be underestimated the power of pricking someone’s ego. Use it sparingly lest your DM decide to prick yours!

Glam Up
The reverse of pricking ego. First impressions count. Remember the first scene we meet Stregobor in the Witcher - all illusion. Not only can you make your surroundings more fitting you could also hide your own deformities with your magic. Mirage arcana has tactile effects and it’s confirmed it can bear weight. Sleep by the side of the road or create yourself an elaborate palace. A fanfare of trumpets when you enter a room?
 
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TheSword

Legend
[Edit: I’ve added some useful non-illusion spell interactions]

Changes to Illusion Spells

I thought I’d also do a direct comparison of illusion spells alphabetically. A lot more changes than I would have expected. Mostly minor tweaks but there are some very cool upgrades. Permanent major illusion for a 4th level spell! Colour spray isn’t limited by hp. Phantasmal killer much improved. Lots to think about here.

Blur (level 2): Can now be cast without components by an Illusionist.

Colour Spray (level 1): Now affects any number of creatures with a failed Con save - no rolling for hp. No more upcasting needed.

Creation (level 5): No longer needs a piece of the thing you’re creating.

Dancing Lights (Cantrip): No change.

Disguise Self (Level 1): No change

Dream (Level 5): Simpler material component needed (just sand). Though you can’t use a body part to force the saving throw at advantage.

Fear (Level 3): No change

Greater Invisibility (Level 4): No change, other than hidden condition.

Hallucinatory Terrain (Level 4): The spell explicitly states that studying the illusion requires an action.

Hypnotic Pattern (Level 3): Incapacitated condition now breaks concentration and causes disadvantage on initiative.

Illusory Script (Level 1): No change

Invisibility (Level 2): No change, other than hidden condition.

Magic Mouth (Level 2): No change

Major Illusion (Level 3): Upcasting to a permanent illusion only requires level 4 not level 6 slots.

Minor Illusion (Cantrip): No change, but illusionists can cast this as a bonus action and can combine sound and images.

Mirage Arcana (Level 7): No change.

Mirror Image: (Level 2): Images only at risk if the caster is struck. Instead of a d20 roll of 6+/8+/11+ you now roll a die for each image and on a 3+ it blocks the attack and is destroyed.

Mislead: (Level 5): No change

Nystals Magical Aura (Level 1): No change

Phantasmal Force (Level 2): Now deals 2d8 damage per round instead of 1d6.

Phantasmal Killer (Level 4): Instead of frightened the target now has disadvantage on all ability checks and attacks. A successful save also no still does half damage.

Phantom Steed (Level 3): No change

Programmed Illusion (Level 6): No change.

Project Image (Level 6): No change

Seeming (Level 5): No change

Silence (Level 2): No change, though an illusionist no longer requires verbal components to cast illusion spells.

Silent Image (Level 1): No change

Simulacrum (Level 7): Original may now stay within 10ft not just touch for the casting. The simulacrum can no longer take short or long rests, but could in theory regain spell slots some other way. The restriction against learning is also removed. It can no longer cast the simulacrum spell. (About time)

Weird (Level 9): Damage is now 10d10 immediately instead of 4d10 at the end of a targets round and on a successful save they still take half damage. 5d10 ongoing damage instead of 4d10.

Other Useful Spells

There are a few non illusion spells that I think work really well alongside illusions. They’re natural pairings - like red wine and cheese. Particularly when it comes to one of the restrictions of illusions that they generally just appear so if your targets are already present they can be naturally suspicious.

Prestidigitation: Simple enhancements that can add smell or tactile senses to your simple illusions. I’m combination you can create an image with sound and another sense as often as you like. Also useful to add puffs of smoke or sparks to your illusions appearing.

Fog cloud: The magical of equivalent of lights down on a stage performance. With a wide area it lets you reset the room with your illusions. Remember that concentration is broken as soon as you start to cast another spell so harder to mask a concentration illusion. Lots of illusions don’t require concentration though. Don’t forget it only requires a 4th level slot now to make a major image last until dispelled without needing concentration.

Suggestion: Don’t wait for folks to question your illusions - make them take action in response to them with this spell.

Banishment: Send a creature into the mirror realm! Either make a creature disappear then bring back an illusion of them which you are in control of. Play on the fact that the subject pops back into sight. Or reset the scene while the target is banished. Also useful to get rid of those pesky creatures with blindsight or even worse truesight that can really mess up your plans.

Dispel Magic: There are spells like see invisibility and true sight that are not your friend. Deal with them.

Various Summon spells: Used judiciously your foes won’t know which creatures are real and which illusory.

Mage hand: Illusions can’t interact with objects so give them a helping hand. The illusion of you fleeing down a corridor is greatly improved when you open a physical door to do so.

Light: Illusions won’t generate light so if your illusion sheds light then you’ll need to assist. Luckily this spell lasts a long time.
 
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TheSword

Legend
Weird is still bafflingly weak compared to the 40d6 that Meteor Swarm deals.
Yes, I guess there are lots of things resistant/immune to fire and nonmagical bludgeoning damage. Plus it’s a dex save and some will ignore dex save damage on a success. Psychic damage is pretty rare and it’s ongoing.

Though yeah, there’s little that can beat 40d6 damage in a huge area.
 

Nikosandros

Golden Procrastinator
Good write up, @TheSword

I've been boycotting the Illusionist ever since they folded the class in after 1e. Because I am petty.

But I appreciate this analysis. Maybe one of these decades, I'll go back to it! :)
There's something better than boycotting the new illusionists... play an AD&D one! Jacopus Bombelli, at your service. May I interest you in a Chaos spell? Or maybe Paralyzation would be more enticing to you?
 


Mistwell

Crusty Old Meatwad (he/him)
I am looking forward to trying one out. That minor illusion set of abilities is stellar. Phantasmal illusions at half hp is great too. And Mirror Image is now...potentially overpowered but certainly much more powerful than it was.

The biggest thing that's held me back with illusions is my DM and I viewing them differently. I hope there are guidelines in the new DMG on what can be accomplished with them, and DCs for detection.
 

TheSword

Legend
I am looking forward to trying one out. That minor illusion set of abilities is stellar. Phantasmal illusions at half hp is great too. And Mirror Image is now...potentially overpowered but certainly much more powerful than it was.

The biggest thing that's held me back with illusions is my DM and I viewing them differently. I hope there are guidelines in the new DMG on what can be accomplished with them, and DCs for detection.
I’ve been thinking about how minor illusion as a bonus could complement another spell. By hiding an effect or providing a distraction.
 

Pauln6

Hero
It's nice to see shadow monsters finally brought back in as a spell. My 2e shadow mage has suffered a bit between editions but I went sorcerer in 3e then warlock assassin hybrid in 4e. In 5e I have been trying to build a shadow warlock by tweaking the existing subclasses, then multiclassed into shadow sorcerer when that came along but I missed my shadow magic and shadow monsters.

Shadow sorcerer is frustrating because there are few shadow themed spells to choose.

I can't see me Multiclassing into illusionist but maybe a homebrew invocation that replicates the illusionist class feature might work.

I'm very disappointed that Phantom Steed remains unchanged. It used to have some cool abilities that could work well in 5e by allowing you to upcast. I think it was probably: ignore difficult terrain, water walk, walk across ravines as if solid ground, and eventually fly. Even if they ditched fly, the other stuff would have been cool. Plus extending the duration to 8 hours.
 

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