Base Class: Monk
The desert air flickers with the blistering heat, the image of an oasis appearing on the edges of the horizon. Suddenly bursting seemingly from the sand dunes themselves a cloaked figure that quickly multiplies into four identical warriors fly towards the frightened merchant with unearthly speed.
An enemy army wanders for days through a desolate desert searching for the cloaked temple just meters away as acolytes lift up illusory dust storms to hide their holy grounds.
Without a single weapon or magical component a dusty traveler begs a night's rest at a local castle, only to leave the noble lord dead and his cabinet none the wiser on his demise.
Masters of illusion and mental manipulation, monks of the Way of the Mirage are skilled masters of misdirection and confusion, disappearing without a sign and weaving illusions to cover their escape.
Mirage Strike
At 3rd level when you choose this tradition, you learn to wield illusion magic to disguise yourself from your targets in combat. When you hit a creature with an unarmed strike or a monk weapon, you can spend 1 ki point to force your target to make an intelligence saving throw. On a failure, you become invisible to that creature until the start of your next turn. You know if they failed this saving throw.
Manifest Hallucination
Also at 3rd level, you learn the Silent Image spell and can cast it at will without expending a spell slot or requiring material components.
Haze Disguise
Starting at 6th level your connection to the marriage deepens, allowing you to manipulate your form with desert magics. As an action, you can spend 2 ki points to cast disguise self, mirror image, or misty step, without providing material components.
Enveloping Illusion
Starting at 11th level you learn to extend your haze disguises over additional creatures. Whenever you use your action to create a haze disguise you can expend additional ki point to allow other willing creatures to be affected by it as well, 1 ki point for each additional creature targeted beyond yourself, and each creature must be within 10 feet of you when you do so.
Solidified Illusion
Starting at 17th level your mirages blur the lines between physical and illusion, allowing you to give them physical form when you create them.
When you cast the mirror image spell on yourself with your Haze Disguise ability you can cause your illusory duplicates to become real, granting you the following benefits:
- You and each of your duplicates can move independently of one another as long as you all remain within 60 feet of every other duplicate
- Whenever you make an attack you can decide which of your duplicates spaces it originates from.
- As long as you have at least one duplicate you can use a bonus action on your turn to expend a ki point and allow yourself and all of your duplicates to each make one unarmed strike from their own space.
- Whenever any effect targets you or a duplicate, roll a d20 as if you were rolling to redirect an attack based on how many duplicates remain to determine if you happen to inhabit that duplicate or not as your life essence weaves between them. If an effect targets multiple duplicates roll separately for each, and if it targets all of them and you it affects you regardless of what you roll.
In addition, when you cast the silent image spell with your Manifest Hallucination ability you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. The object remains real for 1 minute. For example, you can create an illusion of a ladder and then make it real long enough for your allies to ascend it. The object can't deal damage or otherwise directly harm anyone.
Once you use either of these abilities you can't use that ability again until you finish a short or long rest.
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