Base Class: Warlock
You have earned the favor and went through the ceremony to become a Warlock of Azreala Luxwick, a mortal angel of illusion, control, and death
Mastermind's Conviction
Whenever a creature is subjugated to the effects of an Illusion, Enchantment, or Necromancy save, they have disadvantage on the saving throw. You may use this ability a number of times equal to your proficiency modifier. Regain all uses on a long rest.
Additionally, whenever a creature makes a check to determine if an illusion is fake, they have disadvantage.
Vanishing Act
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to cause an illusion of yourself appear as you and teleport up to 20 feet to an unoccupied space you can see and turn invisible. You remain invisible until the start of your next turn or until you attack or cast a spell. For as long as you are invisible, the creature believes the illusion to be the real you as it acts as though it has been hit (assuming they fail the check to discern if it is real)
Once you use this feature, you can’t use it again until you finish a Short Rest.
Embrace the Transmundane
Beginning at 10th level, your patron teaches you how to visualize the word around you, and impose your own will upon it. You gain the following benefits.
You have advantage on CHA saving throws.
Your movement cannot be reduced and you cannot be moved against your will.
Whenever you cast a spell, you may cast an illusion spell in conjunction with the spell cast. If you are using this illusion to create something, it will seem solid and appear as so unless they successfully discern it as an illusion. When cast, if they are unable to discern it, then it does not cost a spell slot.
Thou Will Made Real
Starting at 14th level, as an action, you plunge the world around you in a 60 ft. to make a WIS saving throw (DC {{savedc:cha}}). On failure, it believes that this world is real and the environment and and creatures in are real. You can only insert creatures that total to a challenge rating equal to half your level rounded down. On a success, they are aware that the world is not real, and the creatures and environment are transparent and can be moved through. They can repeat the saving throw at the end of their next turn. They have advantage if they witness a creature that succeeded moving through what appears to be a solid creature or object
Until this illusion ends, you must maintain concentration on this
Using this applies the prone and costs the rest of your turn
You must finish a short before you can use this feature again.
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