Fighter
Base Class: Fighter

A warrior that use performance and illusion techniques to confuse their enemies, get advantage from unfavorable situations and get in and out of battle. 

Illusory Combat

Since you choose this archetype, at level 3, you specialize in illusory Combat.

Your mastery of Illusory Combat is represented by illusory combat dice, which are d6. These dice serve to fuel you Illusory Combat techniques and you won't be able to use any technique if you don't have any dice. You have dice equal to twice your proficiency bonus.

Some of your techniques create illusions. The illusion have 10 CA, 1 hit point, your same form and they fail any salvation throw. If a creature touches the illusion, it will fade. The duration and actions the illusions do are explainted on the description of every Illusory Combat technique.

You recover all of your Illusory Combat dice after a long rest.

When you reach certain levels in this class, the size of your illusory combat dice increases: At 5th level(d8), at 10th level(d10), and at 15th level(d12). The techniques listed below use illusory combat dice:

  • Aggressive Reveal: You take advantage of the distractions created by your illusions. If a creature mistakes you for one of your illusions, the next time you damage that creature with a weapon attack you can roll an Illusony Combat die and add the result to the damage roll + you Charisma modifier.
  • Mirage: You can use your bonus action to create an illusion that moves from your location to an unoccupied space up to a number of feet away equal to you movement speed, including your own location. Any creature that is seeing you must make a Wisdom saving throw to not believe that you are the illusion. Roll an Illusory Combat die an multiply it by 5 to define how many feet of distance there can be between you and the illusion at most. The illusion will remain still at the end of your turn for one minute or until it take damage. You can only have one Mirage at same time.
  • Shatter: You can use your action to make an illusion explode violently, generating a very intense bright light for a few moments. Creatures within 20 feet that can see the illusion must make a Constitution saving throw to avoid being Blinded until the end of their next turn. You can use this technique a number of times equal to half your proficiency bonus (rounded down), then you will need a long rest to regain the expended uses. You can also spend an Illusory Combat die to use it again.

Some of your skills will require saving throws or skill checks, so use your Charisma modifier to set the skill's difficulty class:

Illusory Combat skill DC: 8 + your Charisma modifier + your proficiency bonus.

Illusory Cloak

At 3rd level, as long as you have no disadvantage on Stealth, you can use your action to roll a Charisma (Deception) check contested by a Wisdom (Perception) saving throw of a creature that is watching you at that moment, if there are several creatures, each one must make a saving throw. I you succeed, you plant an illusion in the place where you are, and you can move stealthily as if it were not watching you, until the end of your next turn. After which you will be no longer stealth. The creature will believe the illusion it is watching is you. If you fail, the creature will know it is an illusion and will have advantage on rolls on its next Search action. (CD for Illusory Combat techniques).

The created illusion last one minute and does not move or perfom any action. 

If a creature uses its action to Search you and it find you, the illusion will fade .

You can use this trait as many times as your proficiency bonus, then you will need a long rest to use it again.

Ephemerality

At 7th level, you have perfected your Illusory Combat to create ephemeral illusions of yourself. You adquire the following Illusory Combat techniques:

  • Distortion: You can roll one Illusory Combat die to create a wave of ephemeral illusions that as numerous as the result obtained, which fade and reappear. If an attack hits you, you can use your reaction to roll one Illusory Combat die and add the result as additional AC against that attack, potentially causing the attack to miss. You cannot use Distortion with Saving Throws. 
  • Mirror Kick: Create an ephemeral illusion to attract attention. After you have used Aggressive Revelation, you can force the creature to roll a Wisdom salvation throw. If it fails, you have advantage of your next weapon attack during that same turn.

Ghost Cloak

Starting at level 10, you can use Illusory Cloak as bonus action.

Additionally, every time you use Illusory Cloak or Second Wind, you gain one Illusory Combat die.

Fading Step

From level 15, you can spend 10 feet to teleport to the location of an illusion. By doing this the illusion will fade.

Proyect Illusion

At 18th level, you can project an altered image 25 feet long and 15 feet high that replicates the environment. Roll a Illusory Combat dice and divide it by 2 (rounding up) to determinate the numer of creatures you can hide at your side. 

As long as creatures on your side of the projected image are still, creatures on the other side will not be able to detect them. Any creature can make a Wisdom (Perception) check to try to see through the projected image.

If any creature on your side moves, you must make a DC 10 Charisma (Deception) check for small actions and DC 15 for complex actions, to try to camouflage the movement in the projected image; if you fail, the image will be distorted.

After using this trait, you will need a long rest to use it again.

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