Illusionary Weapons Master (5e Subclass)

Illusionary Weapons Master

Fighter

Similar to an Eldritch Knight, an illusionary weapons master can create illusions so realistic that they border on reality. The fearsome illusion weapons that they create enable them to vanquish a large array of foes. Being master manipulators, illusionary weapons masters know the best ways to use illusions to dishearten, distract, and defeat their foes.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

  • Cantrips: You learn the sorcerer cantrips Minor Illusion and Dancing Lights, plus one other. You learn an additional sorcerer cantrip of your choice at 10th level.
  • Spell Slots: The Illusionary Weapons Master Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
  • Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the illusion and evocation spells on the sorcerer spell list. The Spells Known column of the Illusionary Weapons Master Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an illusion or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an illusion or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
  • Spellcasting Ability: Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier, Spell attack modifier = your proficiency bonus + your Charisma modifier
Illusion Weapon

You become an expert at dangerous illusions. You have trained your ability to summon illusions such that you can create semi-real illusion weapons of your choice as a as a bonus action on your turn. You may only learn to summon two of the following when this ability is gained. Whenever you gain an additional Fighter level, you may switch one of them out if you choose. The weapons can be treated as any weapon for the purposes of deities, aesthetics, and similar things at the DM's discretion.

  • Two daggers.
  • One scimitar
  • One longsword
  • One glaive
  • Twenty arrows, bolts, or sling bullets

Furthermore, whenever you would gain a use of Indomitable (9th, 13th, and 17th) you instead make your illusion weapon a +1, +2, and +3 magic weapon.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Displacement

At 10th level, you gain the ability to use Mirror Image as a spell-like-ability when you use your Action Surge. Additionally, Blur no longer requires Concentration to maintain.

Illusory Strike

At 15th level, you refine your skill at making illusion weapons. When you hit a creature with your illusion weapon, you may either create a twisting pattern of colors that weaves through the air around their head, as a single target Hypnotic Pattern, or add force damage equal to your Charisma Mod to the attack (an Intelligence save against your Spell Save DC negates the effect, unless they are fascinated by one of your Illusions already.) This Hypnotic Pattern effect does not interrupt, nor is it interrupted by, other spells that require concentration.

War Illusions

Starting at 18th level, you may cast Dancing Lights, Light, or an illusion spell in place of one of your Extra Attacks, but only one spell can be cast like this per turn. Other spells may be added at the DM's discretion.

Illusionary Weapons Master Spellcasting Table
Illusionary Weapons Master Spellcasting
Fighter LevelCantrips KnownSpells Known1st Level Spell Slots2nd Level Spell Slots3rd Level Spell Slots4th Level Spell Slots
3rd232000
4th243000
5th243000
6th243000
7th254200
8th264200
9th264200
10th374300
11th384300
12th384300
13th394320
14th3104320
15th3104320
16th3114330
17th3114330
18th3114330
19th3124331
20th3134331

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