Wizard: Illusionist
Original Source: Player's Handbook
Illusion Savant
2nd-level Illusionist feature
Choose a 1st-level Illusion spell from the Wizard spell list. Add this spell to your spellbook in addition to the spells you normally learn each level. Whenever you gain the ability to cast Wizard spells of a new level, you may choose another Illusion spell from the Wizard Spell list of that level or lower and add it to your spellbook.
In addition, the gold and time you must spend to copy Illusion spells into your spellbook is halved.
Magician's Secrets
2nd-level Illusionist feature
As in the Player's Handbook (under Improved Minor Illusion) with the following added:
- You can cast Minor Illusion as a bonus action.
- Your knowledge of illusion magic gives you Advantage on saving throws against illusion magic and ability checks made to disbelieve illusions.
- When you cast an Illusion spell with a range of 10+ feet, the range increases by 60 feet.
Illusory Expert
6th-level Illusionist feature
Your expertise in illusion magic grants you the following features:
- Detect Illusions. As an Bonus Action, you can expand your senses to detect the presence of illusion magic. Until the end of your next turn, you know if there is illusion magic (besides any of your own) within 60 feet of you that is not behind total cover. You do not know the spell or location of the illusion; only that it is present. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.
- Phantasmal Creatures. Whenever you cast a Summon spell, you can modify it to summon phantasmal creatures instead. When you do, the spell's school changes to Illusion and it costs no mana, but it has half as many hit points. Once you cast a spell in this way, you must finish a long rest before you can cast the spell in that way again.
- Malleable Illusions. When you cast an illusion spell that has a duration of 1 minute or longer, you can use your Bonus Action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
Illusory Self
10th-level Illusionist feature
You can create an illusory duplicate of yourself in response to 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 rest or long rest, unless you spend 2 mana to do so again.
Illusory Reality
14th-level Illusionist feature
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with mana, 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 it.
The object can't deal damage or give any conditions.