Base Class: Sorcerer
Whether you realize it or not, you are the descendant of a family of sorcerer performers, whose spellcasting has been passed to you. Whether you've trained on stage in front of the royal courts, or in the streets cheating people at "find the queen", you've managed to develop quite a talent for illusion. Your magic is fueled by the gaze of others, and tricking their senses is one of your greatest strengths. So much so that you swear you could pluck your illusory creations from the air, if only you could reach far enough.
Tricks of the Trade
When you realize your magical heritage at first level, you gain minor illusion as a cantrip. This does not count towards the number of cantrips you know. You also gain proficiency in performance, slight of hand, and playing card sets, and you have a well-used set in your inventory.
Uncanny Images
Each illusion is a work of art, and you are developing an artist's hand, given some time and focus. Starting at first level, you can imbue an active illusion with an uncanny realism as a bonus action, causing it to elicit an emotional response. One creature of your choosing who can see the illusion must make an intelligence saving throw against your spell DC. On a failure, they are either fightened of you for one round or charmed by you for 1 minute depending on the nature of the illusion. On a successful save, there is no effect and the target has no hint that you tried to charm it. You can use this ability again once you complete a short rest.
Realized Illusions
Finally, after so much focus, you reach into an illusion and feel it solidify. You can now expend a sorcery point to make an illusory object tangible for up to 5 minutes as a bonus action. These items are not edible nor have any magical or alchemical effects that any item that it resembles may have. Realized illusions are brittle and will shatter under too much strain. When you attack with a realized illusion, do so as a ranged or melee spell attack. If it hits, your attack deals 1d6 force damage, and then shatters in the target, dealing additional sneak attack dice from the rogue sneak attack table, treating your level in sorcerer as if they were levels in rogue. Whether it hits or not, this attack completely shatters the realized illusion, and it disappears.
Hypnotic Performance
At level 14, your penchant for holding the attention of others is beginning to turn into something much more profound. Starting at this level, you can add your sneak attack damage to any attack you make against creatures that are charmed or frightened by you. If you expend 3 sorcery points and cast Hypnotic Pattern, the illusion is enhanced, doubling to a 60ft cube, and any attacks you make against targets charmed by the spell will only force them to make another wisdom saving throw to break the effect, instead of breaking it immediately. You can also expend 4 sorcery points and cast an unleveled version of this spell, resulting in a 60ft cube performance of sound and colour of up to an hour with no magical charming effect.
Illusory Demise
At level 18, your mastery over the senses has reached far past the benefits of your bloodline. The duration of your Uncanny Images permanently increases to cause 1 minute of fright or 10 minutes of charm. You begin to feel that even your own identity is an illusion to be crafted and thrown away. Once per day you can expend 6 sorcery points and cast Mislead to make your illusory body double into a corporeal, perfect, permanent copy of yourself. You are then able to wrench your consciousness from it and escape while invisible for the duration of the spell. This allows you to perfectly fake your own death. Resurrection spells fail on this body double and any weapons on the body lose any effects and count as realized illusions for damage.
Previous Versions
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