Mirage is the source of deception and fantasy, and those who have been chosen to be his champion are empowered and twisted by his presence. You gain the following benefits.
Tongue of Mirage. 3/day each: magic mouth, friends. You have advantage on charisma (deception, performance, and persuasion) checks made with your illusions. In addition, you gain proficiency in deception if you are not already proficient in it.
Mirage's Ear. You know when you hear a lie. Active Listening (3/day). For 1 hour, the champion understands the literal meaning of any spoken language that it can hear.
Eyes Of Mirage. 2/day each: true seeing, [spell[arcane eye[/spell], darkvision. If you use an action to examine a sound, image, or smell, that is an illusion with an Intelligence (investigation) check you gain advantage and may treat the roll as though you have expertise in investigation. In addition, you gain proficiency investigation if you are not already proficient in it. Magical darkness doesn't impede your darkvision.
Mirage's Mind. 2/day each: [spell[detect thoughts[/spell], modify memory, legend lore, mind blank. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, compel you to act in a manner contrary to your nature, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
you choose a creature you can see and magically know the creature's current emotional state. If the target fails a Charisma saving throw using your spell save DC, you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
- Increase your Intelligence, Wisdom, and Charisma score by 2, to a maximum of 20.
- You learn the spells disguise Self, phantom Steed, major Image, mislead, dream, distort Value, project Image. You can cast each of these spells without expending a spell slot and without any somatic, verbal, and material components. The spells’ spellcasting ability can be any of the abilities increased by this feat.
- Your concentration spells from the illusion school of magic no longer require concentration.
- You can concentrate on 4 spells at once from the illusion school of magic.
- Your spells from the illusion school of magic range are doubled
- Your spells from the illusion school of magic durations are 2 times longer
- When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
- You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
- You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell, you can choose one, nonmagical object, structure, or creature that is part of the illusion and make it real. A creature created this way must be one of challenge rating equal to your total current level or lower. The creature's game statistics, including mental ability scores, are the base statistics of the chosen creature. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. You can do this on your turn as a bonus action while the spell is ongoing. The illusion is real for 48 hours or when they drop to 0 hit points. For example, you can create an illusion of a bridge over a chasm and then make it real for your allies to cross or an illusion of a guard to keep watch while you sleep.
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