Class Reference All Classes

School of Illusions and Phantasms

Hit Die None

Description

Compare to the core book's School of Illusion

An illusionist calls forth phantom images and sounds from the plane of shadow to deceive the minds of the unwary. They can create the appearance of an object where none is, and they can also hide real creatures and objects from sight. They can dazzle and disorient with flashes of color, or call forth a target’s deepest inner fears. Practitioners of illusions and phantasms are often some of the most creative wizards, as every time they call upon one of their signature spells, they can make a unique experience for the situation. This school is particularly popular among gnome wizards, who have a history of relying on illusory magic to keep themselves hidden and safe from larger foes.

Class Features

Enhanced Cantrip Level 2

At 2nd level, you gain one additional cantrip, either minor illusion or, if you already knew this spell, then another that you choose. Your mastery of this spell is such that, when you cast it, you can create an illusory image and a sound with the same casting. When calculating your cantrips known per level, this spell does not count against your total.

Expert Illusionist Level 2

Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the illusion school.

Mutable Mirage Level 6

At 6th level, you can use your action to alter the illusion created by a spell you previously cast. You can only use this feature on spells with a duration of at least 1 minute, and you must be able to see the illusion when you alter it. You cannot change the illusion in a way not allowed by the initial casting of the spell.

Second Semblance Level 10

Starting at 10th level, if you are the target of an attack roll by another creature, you can substitute an illusion of yourself between you and your attacker. You use your reaction, causing the attack to miss you and hit the illusion, and your illusion vanishes afterwards. You can use this feature once per short or long rest.

Phantasmagoria Level 14

Starting at 14th level, you can draw energy from the plane of shadow to give parts of your illusions a temporary physical essence. Any time after you cast an illusion spell of at least 1st level, while the spell is in effect, you can use a bonus action to apply this power to a single nonmagical, inanimate object within the illusion of the spell. For 1 minute, this object can be physically interacted with, but it can’t be used to deal damage.

As an example, you could create an illusory staircase and scale it, or create an illusory portcullis to bar a pursuer, but you could not dispatch an enemy by dropping an illusory boulder on them.

About School of Illusions and Phantasms

The School of Illusions and Phantasms is a None hit die class .

Subclasses & Specializations

Explore paths

School of Illusions and Phantasms has 0 subclasses for customization.

{Build Tips & Playing Guide

{Role in Party

The School of Illusions and Phantasms excels at leveraging their unique strengths.

Quick Build Tips

  • Focus on your primary ability score during character creation
  • Choose feats that complement your class features
  • Consider your subclass features when selecting multiclass options
  • Review your class features at each level-up for optimal choices

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