I'm thinking of creating a mage subclass that is a mix of School of Illusion and War Magic, for now I have the following features:
Defensive Illusion: At 2nd level, when an enemy attacks you, you can use your reaction to create an illusion that makes you appear to be in a slightly different location, granting you a +2 AC bonus until the start of your next turn.
Illusory Double: At 6th level, as an action, you can create an illusory double of yourself that lasts 1 minute. This double can use the Help action to distract the enemy, you do not need an action to order him to do so
Mirror of Deception: At 10th level, you have learned to create illusions so convincing that they can confuse even the wisest. As an action, you can create an illusion of a magical object, creature, or phenomenon within 60 feet that exists for 1 minute. This illusion is indistinguishable from reality and interacts with the environment as if it were real, although it cannot cause harm or directly affect other creatures. Any creature that interacts with the illusion or examines it closely must make an Intelligence saving throw against your wizard spell DC. If it fails, the creature will believe the illusion is real and can be fooled by it. You can use this ability a number of times equal to your Intelligence modifier (minimum once), and you regain all uses after a long rest.
Wall of Mirages: At 14th level, as an action, you can create a wall of illusions that distorts the perception of reality that lasts 1 minute. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ring wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. Enemies attempting to pass through it must make an Intelligence save against your mage spell DC or suffer disadvantage on their attacks and skill checks until the end of your next turn, if a creature attacks another creature on the opposite side of the wall, the attack has disadvantage. Once you use this ability, you cannot use it again until you finish a short or long rest
Illusory Intuition: At 18th level, your affinity for illusions has given you supernatural intuition to detect true intentions and deceptions. This gives you advantage on all Perception, Investigation, and Insight rolls to see through deceptions and illusions.
I don't know if it's too unbalanced, or if something else is recommended for this subclass. And I'm sorry if the wording is not clear enough, You can recommend how to write it better
I'm thinking of creating a mage subclass that is a mix of School of Illusion and War Magic, for now I have the following features:
Defensive Illusion: At 2nd level, when an enemy attacks you, you can use your reaction to create an illusion that makes you appear to be in a slightly different location, granting you a +2 AC bonus until the start of your next turn.
Illusory Double: At 6th level, as an action, you can create an illusory double of yourself that lasts 1 minute. This double can use the Help action to distract the enemy, you do not need an action to order him to do so
Mirror of Deception: At 10th level, you have learned to create illusions so convincing that they can confuse even the wisest. As an action, you can create an illusion of a magical object, creature, or phenomenon within 60 feet that exists for 1 minute. This illusion is indistinguishable from reality and interacts with the environment as if it were real, although it cannot cause harm or directly affect other creatures. Any creature that interacts with the illusion or examines it closely must make an Intelligence saving throw against your wizard spell DC. If it fails, the creature will believe the illusion is real and can be fooled by it. You can use this ability a number of times equal to your Intelligence modifier (minimum once), and you regain all uses after a long rest.
Wall of Mirages: At 14th level, as an action, you can create a wall of illusions that distorts the perception of reality that lasts 1 minute. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ring wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. Enemies attempting to pass through it must make an Intelligence save against your mage spell DC or suffer disadvantage on their attacks and skill checks until the end of your next turn, if a creature attacks another creature on the opposite side of the wall, the attack has disadvantage. Once you use this ability, you cannot use it again until you finish a short or long rest
Illusory Intuition: At 18th level, your affinity for illusions has given you supernatural intuition to detect true intentions and deceptions. This gives you advantage on all Perception, Investigation, and Insight rolls to see through deceptions and illusions.
I don't know if it's too unbalanced, or if something else is recommended for this subclass. And I'm sorry if the wording is not clear enough, You can recommend how to write it better