Sorcerer
Base Class: Sorcerer

Your innate magic comes from the mystical and ethereal energies of the Feywilds and you brim with these energies similar to that of a mature faerie dragon. Phantasms can trace their origins back to powerful wizards of the illusion school, being exposed to the Feywilds from a young age, or even from powerful fey ancestors. 

Phantasm Spells

1st-level Phantasm feature

You learn additional spells when you reach certain levels in this class, as shown on the Phantasm Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. You may pick an illusion spell from any class. At your DM's discretion, you may extend this to your default spells learned. 

Phantasm Spells
SORCERER LEVEL SPELLS
1st silent image, color spray, prestidigitation
3rd mirror image, invisibility
5th hypnotic pattern, major image
7th hallucinatory terrain, greater invisibility
9th mislead, seeming

Improved Minor Illusion

1st-level Phantasm feature

You learn the minor illusion cantrip. If you already know this cantrip, you learn a different sorcerer cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Like a Ghost

6th-level Phantasm feature

Were you ever even there? Phantasms can create illusory duplicates of themselves in an instant to escape 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.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Wisdom of the Fey

6th-level Phantasm feature

You gain resistance to psychic damage. In addition, you have advantage on all saves against any illusion spells cast against you.

Ephemerality

14h-level Phantasm feature

When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

Ignis Fatuus

18th-Level Phantasm feature

Your illusion spells and your illusory abilities have reached their peak and are so powerful that they become harder to resist and see through. All checks against your illusions have disadvantage and you gain the following features: 

  • If Detect Magic is cast to see if you are casting an illusion, you can spend an action or reaction to contest the caster's spellcasting ability with your own, provided that you are within 30 feet of the illusion. If you succeed, your spell escapes detection. If you fail, your spell is detected as normal.
  • If Dispel Magic is cast to thwart your illusions or a beneficial illusory effect on you, you may spend an action or reaction to contest the caster's spellcasting ability with your own to prevent your illusion from being dispelled, provided you are within 30 feet of the illusion. This replaces the 10 + Spell Level DC of Dispel Magic should you choose to do so. 
  • If a creature has truesight, you may spend an action or reaction to contest the creature's perception skill with your spellcasting ability in order to fool it, provided you are within 30 feet of the illusion. If you succeed, the creature with truesight treats your illusion as real and doesn't see through it. If you fail, then the creature sees through your illusion as normal.

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