Base Class: Sorcerer
For some sorcerers, magic is the gift of imagination; the ability to cast their dreams into the world around them, to share their visions with others in wonderment, or in terror. Illusory Souls have a gift for illusion magic that surpasses any other, creating magical apparitions that charm, confuse, or invite terror from their beholders.
Master of Misdirection
At 1st level you gain proficiency in your choice of Deception or Sleight of Hand. If you already have proficiency in this skill then your proficiency bonus is instead doubled. In addition, when you reach your 3rd level as a sorcerer, you may elect to cast your Illusion spells using sorcery points instead of spell slots. When you cast your spells in this way, they no longer require verbal, somatic or material components.
Deception Proficiency
Deception Proficiency
Sleight of Hand Proficiency
Sleight of Hand Proficiency
Compelling Illusions
Beginning at 6th level you may expend a sorcery point as a bonus action to bolster the effectiveness of an Illusion Spell that you are currently concentrating on. You may choose one creature that can see the illusion and is within 30ft of it. If the creature has already passed an Intelligence (Investigation) check against the illusion, this feature automatically fails. The target creature must roll an Intelligence saving throw versus your spell DC or fall under your choice of the following effects;
- Charmed
- Frightened
- Enthralled - The creature has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion.
The creature can attempt the saving throw again at the end of each of its turns, otherwise they continue to be effected by this condition for one minute or until the illusion ends.
Illusory Feedback
At 14th level shadow magic twists and moves within your illusions, responding to external stimuli. Your illusions can now be touched and offer sensory feedback, meaning they are not instantly recognizable as illusions when touched. This force is not strong enough to bear any more than 10 pounds of weight and cannot stop a creature determined to move through it. However, you can now use your illusions to attack and inflict damage upon your enemies as an action when you alter the illusion on your turn. You make a melee spell attack originating from your illusion against one target, inflicting 2D8 plus your Charisma modifier in psychic damage for a 1st level illusion. The damage die increases to 3D8 for a 2nd or 3rd level illusion, 4D8 for a 4th or 5th level spell, 5D8 for a 6th or 7th or 6D8 for an 8th or 9th. The visual wounds and damage inflicted by this feature are part of the ongoing illusion and persist for the duration of the spell.
Illusory Duellist
At 18th level any time you make a successful saving throw against an illusion or enchantment spell you may use your reaction to reflect the spell back on the caster. The caster must make the appropriate saving throw against your spell DC or fall under the effects of their own spell. You may use this ability once and it resets on a short or long rest.
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