Base Class: Fighter
There are many different paths one can choose to pursue when one becomes a fighter. One could become a pinacle of physical prowess, perhaps applying years of study to one's measured approach to combat, or perhaps one employs latent psionic power to enhance their strikes. Subscribers to this archetype, however, specialize in illusions and trickery, weaving magic into each strike to sow confusion and chaos on the battlefield.
If an ability refers to your Illusory Combat save DC or your Illusory Combat attack modifier, use the following to determine both:
Illusory Combat save DC = 8 + your Proficiency bonus + your Charisma modifier.
Illusory Combat attack modifier = your Proficiency bonus + your Charisma modifier.
Combat Illusionist
3rd level Illusory Soldier feature
You've honed your ability to harness illusions to your advantage, allowing you to feint with weapons made of smoke and shadow to disorient your opponents.
You learn the Minor Illusion cantrip and can cast it either as an action or in place of an attack once per turn when you take the Attack action. In addition to the usual effects of Minor Illusion, you may use it to produce the following effect:
Distracting Strike: Make a melee spell attack roll using your Illusory Combat attack modifier. On a hit, the target suffers no damage, instead subtracting 1d4 from the next saving throw it makes or having 1d4 added to the next attack roll made against it before the start of your next turn as it is thrown off balance by your false strike.
Once you reach level 10, the size of your dice increases, adding 1d6 to the next attack roll or subtracting 1d6 from its next saving throw. Additionally, you can make a ranged spell attack within the short range of a ranged weapon you are holding, without expending a piece of ammunition.
Conjure Duplicate
Level 3 Illusory Soldier feature
Your study of illusions has granted you the ability to summon an illusory duplicate onto the battlefield in order to confound and confuse your opponent's attacks. This duplicate is an exact replica of your current appearance down to its equipment and weaponry and lasts until you dismiss it as a bonus action, it is destroyed, you are incapacitated, or you create another duplicate.
As a bonus action, you can create a duplicate of yourself in your own space and have it move to a space within 15 feet of you, not provoking opportunity attacks. This duplicate has an AC equal to your Illusory Combat save DC (8 + your Proficiency bonus + your Charisma modifier), one hit point, and immunity to all conditions. If it is forced to make a saving throw, it utilizes your saving throw bonus. It is the same size as you and appears to occupy its space, though it cannot physically interact with anything. Once on each of your turns, you can mentally command the illusion to move 30 feet (no action required). If the illusion is further than 30 feet at the end of your turn, it is dispelled harmlessly. The illusion cannot move through walls, though creatures can move through its space as though it was difficult terrain.
You can utilize your duplicate in the following ways:
- When you take the Attack action on each of your turns, your attacks can originate from the duplicates space. When attacking this way, all damage becomes psychic damage. If the target has realized your duplicate is an illusion, it has resistance to this damage. You can utilize your Distracting Strike feature with this attack.
- As a bonus action, you can have your duplicate attempt to distract a target within 5 feet of it. The target must make a Wisdom saving throw against your Illusory Combat save DC or have disadvantage on the next attack roll, Wisdom (Perception) or Intelligence (Investigation) check it makes against any target other than your duplicate. The target has advantage on this save if it knows your duplicate is an illusion.
- Whenever a creature you can see within 5 feet of your duplicate moves 5 feet away from it, you can have the duplicate appear to make an opportunity attack. This attack always misses.
Any physical interaction with your duplicate reveals it to be an illusion, as objects can pass through it with minimal resistance. Any creature that determines your duplicate is an illusion can keep track of which of you is real unless you create a new duplicate, or the creature loses sight of both you and your duplicate.
Reinforced Mirage
7th level Illusory Soldier feature
Your skill with illusion has only improved with practice, as you are now able to further confound enemies attempts to discern the truth in the heat of the moment. When a creature that you can see within 60 feet of yourself attempts to discern if an illusion you have conjured is real or not, you may use your reaction to impose disadvantage on the check as you pull threads of shadow together to reinforce the minute details. If a creature would automatically reveal an illusion to be false through physical contact, they must instead make an Intelligence (Investigation) check as the shadow lends your illusion physicality for a few precious seconds, preventing the creature from passing through if the illusion is that of a solid object, or heat or cold if the illusion is of that of fire or ice respectively for example. This physicality is not strong enough to deal damage to the investigating creature and ends as soon as the creature completes its check.
You may use this feature a number of times equal to your Charisma modifier and regain all expended uses on a long rest.
Recognition of Concealment
10th Level Illusory Soldier feature
Your abilities to both weave and discern illusion and falsehood has only grown more powerful.
When you use your Distracting Strike, the dice the target subtracts from its next saving throw or gets added to the next attack roll made against the target increases to 1d6 and can be used with ranged weapon attacks without expending a piece of ammunition.
Additionally, you gain advantage on Wisdom (Insight) and Intelligence (Investigation) checks in regard to discerning illusions and magics made to conceal.
Doubled Duplicates
15th level Illusory Soldier feature
Your ability to concentrate and craft illusions mid-combat is nearly unsurpassed by any others outside this practice.
You can conjure two duplicates with the same bonus action and can mentally command them to move separately. You can attempt to distract two different creatures with the same bonus action as long as they are both within 5 feet of separate duplicates, you can have an additional one of your attacks come from your duplicates space and can also choose either duplicate's space when deciding where the attack originates from. The area a duplicate can be safely in within at the end of your turn increases to 45 feet away from you.
Army of Unreality
18th level Illusory Soldier feature
Your control over illusion has become monstrous, allowing you to summon entire armies of illusionary warriors to come to your aid.
As an action, you can summon a number of duplicates equal to your proficiency bonus, and you can sustain this army by concentrating as if concentrating on a spell and expending your action on subsequent turns for up to a minute. If you have any duplicates summoned by your Conjure Duplicates, they are dispelled when you take this action, and you cannot use your bonus action to summon any more duplicates.
As a part of this action, and each expended action on subsequent turns, you can have these duplicates each move 30 feet in any direction and either make one attack or attempt to defend a target within 5 feet of the duplicate. If you choose to attack, make an attack roll using your Illusory Combat attack modifier, and this deals 1d6 plus your Charisma modifier on a hit. If you attempt to defend a target, the target gains resistance to the first instance of damage it takes before the start of your next turn as the duplicate throws itself in front of the target and is destroyed.
You can use this feature once per long rest.
Previous Versions
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