This is an homebrew idea I had a few month ago, but never got to work on it, recently I had quite a lot of time to kill, and decided to give it a shot, this is still WIP, and not balanced at all, hence why I'm asking for feedback about it before going any further !
Tool proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Disguise Kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Also at 3rd level, you can break free from the restrained, or grappled condition as a free action a number of times equal to your intelligence modifier (minimum of once).
Rabbit don't come easy
Beginning at 5th level, you can pull your hat, and extract a rabbit from your hat as an action, the rabbit use the game statistic of the cat and share your initiative count, It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take on of the actions in its stat block or the dash, [Tooltip Not Found], Help, Hide, or Search action. Additionaly, you may use your action to make the rabbit disappear. If the rabbit disappears or is killed, it explodes in a loud confetti explosion, dealing 3d8 thunder damage to everyone in a 20ft radius around the rabbit.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Illusory displacement.
Beginning at 9th level, you can create an illusory duplicate of yourself as an action, this illusion lasts for 10 minutes. You may then use a bonus action to switch place with your duplicate, You may also use your reaction to do so after the attack is rolled, but before you know if it hit. if the illusion takes any damage, it disappears in a puff of smoke.
Once you use this feature, you can’t use it again until you finish a long rest.
Cutting it short
You May spend your turn (action, bonus action, and reaction) putting your hand in a closed box and cutting it, at least letting everyone else believe you do so. on your next turn, 1d4+3 Crawling Claw spawn in the box, you may use a bonus action on subsequent turn to control them, If the Crawling Claw doesn't receive any command, they will take the dodge action. All Crawling Claw summoned this way disappear after one minute.
Once you use this feature, you can’t use it again until you finish a long rest.
I was browsing homebrew I've made an wanted to finish/revisit, and came across this artificier subclass again, I would still appreciate feedback to try and improve it if possible, therefore, here I am, trying to up the thread with this post.
First thing that comes to mind when I read this is, "where's the main feature?" and what separates this from other illusionist. It really needs something else added at 3rd level to solidify it. Like Alchemist gets potions, Artillerist gets turrets, Armorer gets its armor, Battle Smith gets its companion... then this class, "can break free from the restrained, or grappled condition as a free action," this seems more like a secondary feature. Sorry if this is a bit harsh, but it just seems underwhelming at first glance. Then followed up with the other features, it seems like your not entirely sure what your going for.
thanks for the honest feedback, the idea was that of an IRL magician, using actual to and tricks to make some sort of magic instead of bending the weave, hence why there wasn't a main feature, because, from my limited knowledge, a magician is well versed in various skills, from the cards to the teamwork with assistants.
But yes, I should probably find something more impacting to base the class on and built upon.
Yeah, now the problem is to find, what i want as the main feature, or rather, what fit best the magician trope subclass I am going for... Any suggestions ?
maybe you could change the name, because illusioner's features sound like a magician instead of an illusioner, also idk why this is an artificer subclass, it seems much more fitting towards some other spellcaster, like a wizard or sorcerer
I wanted an artificier specifically for the aspect of having actual tricks instead of magic, or at least to give that feel even if I may use spells for ease of the mechanic.
This is an homebrew idea I had a few month ago, but never got to work on it, recently I had quite a lot of time to kill, and decided to give it a shot, this is still WIP, and not balanced at all, hence why I'm asking for feedback about it before going any further !
Tool proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Disguise Kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Illusioner Spell
3rd
Disguise Self, Silent Image
5th
Alter Self, Mirror Image
9th
Feign Death, [spell]Blink[spell]
13th
Hallucinatory Terrain, Polymorph
17th
Mislead, Telekinesis
Houdini's Initiate
Also at 3rd level, you can break free from the restrained, or grappled condition as a free action a number of times equal to your intelligence modifier (minimum of once).
Rabbit don't come easy
Beginning at 5th level, you can pull your hat, and extract a rabbit from your hat as an action, the rabbit use the game statistic of the cat and share your initiative count, It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take on of the actions in its stat block or the dash, [Tooltip Not Found], Help, Hide, or Search action.
Additionaly, you may use your action to make the rabbit disappear. If the rabbit disappears or is killed, it explodes in a loud confetti explosion, dealing 3d8 thunder damage to everyone in a 20ft radius around the rabbit.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Illusory displacement.
Beginning at 9th level, you can create an illusory duplicate of yourself as an action, this illusion lasts for 10 minutes. You may then use a bonus action to switch place with your duplicate, You may also use your reaction to do so after the attack is rolled, but before you know if it hit. if the illusion takes any damage, it disappears in a puff of smoke.
Once you use this feature, you can’t use it again until you finish a long rest.
Cutting it short
You May spend your turn (action, bonus action, and reaction) putting your hand in a closed box and cutting it, at least letting everyone else believe you do so. on your next turn, 1d4+3 Crawling Claw spawn in the box, you may use a bonus action on subsequent turn to control them, If the Crawling Claw doesn't receive any command, they will take the dodge action. All Crawling Claw summoned this way disappear after one minute.
Once you use this feature, you can’t use it again until you finish a long rest.
Feel free to check out my hombrew: Magic Item, Spell, Monster, Race, Feat, Subclass, and Background. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
I was browsing homebrew I've made an wanted to finish/revisit, and came across this artificier subclass again, I would still appreciate feedback to try and improve it if possible, therefore, here I am, trying to up the thread with this post.
Feel free to check out my hombrew: Magic Item, Spell, Monster, Race, Feat, Subclass, and Background. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
First thing that comes to mind when I read this is, "where's the main feature?" and what separates this from other illusionist. It really needs something else added at 3rd level to solidify it. Like Alchemist gets potions, Artillerist gets turrets, Armorer gets its armor, Battle Smith gets its companion... then this class, "can break free from the restrained, or grappled condition as a free action," this seems more like a secondary feature. Sorry if this is a bit harsh, but it just seems underwhelming at first glance. Then followed up with the other features, it seems like your not entirely sure what your going for.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Full List
Most Popular Homebrew: Nephilim (Aasimar-Tielfling) - Race
Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
Maybe the main feature could be something like you have at your 5th level, where this subclass focuses around having a doubleganger like feature.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Full List
Most Popular Homebrew: Nephilim (Aasimar-Tielfling) - Race
Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
thanks for the honest feedback, the idea was that of an IRL magician, using actual to and tricks to make some sort of magic instead of bending the weave, hence why there wasn't a main feature, because, from my limited knowledge, a magician is well versed in various skills, from the cards to the teamwork with assistants.
But yes, I should probably find something more impacting to base the class on and built upon.
Feel free to check out my hombrew: Magic Item, Spell, Monster, Race, Feat, Subclass, and Background. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
I can understand that, but if you're going to do a Magician trope subclass, the main feature should be up front then built upon.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Full List
Most Popular Homebrew: Nephilim (Aasimar-Tielfling) - Race
Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
Yeah, now the problem is to find, what i want as the main feature, or rather, what fit best the magician trope subclass I am going for... Any suggestions ?
Feel free to check out my hombrew: Magic Item, Spell, Monster, Race, Feat, Subclass, and Background. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
maybe you could change the name, because illusioner's features sound like a magician instead of an illusioner, also idk why this is an artificer subclass, it seems much more fitting towards some other spellcaster, like a wizard or sorcerer
I wanted an artificier specifically for the aspect of having actual tricks instead of magic, or at least to give that feel even if I may use spells for ease of the mechanic.
Feel free to check out my hombrew: Magic Item, Spell, Monster, Race, Feat, Subclass, and Background. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.