I recently switched my campaign to the PHB 2024 ruleset, and the Illusionist's level 6 feature, Phantasmal Creatures, seems unfair, if not outright useless, for the player.
My main issue is that this feature doesn't grant the ability to cast the relevant spells without material components. This is awkward, especially when compared to the Fey Wanderer Ranger's level 11 feature, Fey Reinforcement, which specifically allows the spell to be cast without components.
This omission makes Phantasmal Creatures feel like the only class or subclass feature in the entire D&D ruleset that not only requires gold but also a merchant to sell the player the necessary item—all of which necessitate DM intervention.
For instance, an Illusionist Wizard in a Dark Sun campaign will find this feature completely useless.
While a Dungeon Master can always intervene and provide the material as loot, my core point remains: Why is this feature uniquely dependent on the DM's willingness to step in?
What are your thoughts? Do you think Wizards of the Coast intentionally made this feature unusable in certain circumstances, or was it simply an oversight?
First off, the Ranger's ability is a level 11 feature, while the Illusionist's ability is a level 6 ability, so there's going to be a naturally lesser effect. That said, the class gets to cast two spells, both without spell slots. That's not nothing - in fact, it's quite good.
Second, it's important to note that the material components are not consumed by the casting of the spell. So you just need one of each component. That's not that hard to come by, and even if it were, it wouldn't be that hard to make. And using Dark Sun as an example for creating complications for a wizard is a hilarious example, but yeah, you'd need to put in considerable more work to get value out of any magical abilities in Dark Sun, including this one.
I find this feature pretty bad even if it ignore components. Its a summoned spell that uses your concentration with half the hit points. So 15 hit points even at level 6 will last maybe 1 or 2 attacks. Its ok at that level I suppose to absorb some damage, but once you increase in level its a pretty poor choice to waste your concentration on. I really believe they should have allowed this without concentration if they were going to nerf the hit points.
its a free prepared spell so you can drop summons off your list for things you'd prepare, that in itself is useful. And being able to cast without a slot is very useful at the level you are casting it even if its 1/2 hit points. It eventually is kind of weak as you will have plenty of 2ns/3rd level spells. Personally I think they should have had the without a slot spell be cast at your maximum spell level that way it remains useful as you level. But hey you will always have the free clear a corridor of traps spell.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I recently switched my campaign to the PHB 2024 ruleset, and the Illusionist's level 6 feature, Phantasmal Creatures, seems unfair, if not outright useless, for the player.
My main issue is that this feature doesn't grant the ability to cast the relevant spells without material components. This is awkward, especially when compared to the Fey Wanderer Ranger's level 11 feature, Fey Reinforcement, which specifically allows the spell to be cast without components.
This omission makes Phantasmal Creatures feel like the only class or subclass feature in the entire D&D ruleset that not only requires gold but also a merchant to sell the player the necessary item—all of which necessitate DM intervention.
For instance, an Illusionist Wizard in a Dark Sun campaign will find this feature completely useless.
While a Dungeon Master can always intervene and provide the material as loot, my core point remains: Why is this feature uniquely dependent on the DM's willingness to step in?
What are your thoughts? Do you think Wizards of the Coast intentionally made this feature unusable in certain circumstances, or was it simply an oversight?
First off, the Ranger's ability is a level 11 feature, while the Illusionist's ability is a level 6 ability, so there's going to be a naturally lesser effect. That said, the class gets to cast two spells, both without spell slots. That's not nothing - in fact, it's quite good.
Second, it's important to note that the material components are not consumed by the casting of the spell. So you just need one of each component. That's not that hard to come by, and even if it were, it wouldn't be that hard to make. And using Dark Sun as an example for creating complications for a wizard is a hilarious example, but yeah, you'd need to put in considerable more work to get value out of any magical abilities in Dark Sun, including this one.
Can also be used as an adventure hook trying to find the component or a substitute or a trade good.
I find this feature pretty bad even if it ignore components. Its a summoned spell that uses your concentration with half the hit points. So 15 hit points even at level 6 will last maybe 1 or 2 attacks. Its ok at that level I suppose to absorb some damage, but once you increase in level its a pretty poor choice to waste your concentration on. I really believe they should have allowed this without concentration if they were going to nerf the hit points.
its a free prepared spell so you can drop summons off your list for things you'd prepare, that in itself is useful. And being able to cast without a slot is very useful at the level you are casting it even if its 1/2 hit points. It eventually is kind of weak as you will have plenty of 2ns/3rd level spells. Personally I think they should have had the without a slot spell be cast at your maximum spell level that way it remains useful as you level. But hey you will always have the free clear a corridor of traps spell.