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Illusionist Rogue

In the world of Crusaders, where epic fantasy unfolds, the Illusionist is a secretive and enigmatic rogue that harnesses the power of illusions to deceive, manipulate, and confound their enemies. Their mastery over illusion magic is unparalleled, allowing them to create lifelike illusions that can both aid them in their covert operations and confound their adversaries in battle.


Legend has it that the Illusionists were descendants of an ancient order known as the Veilweavers, who dedicated themselves to the art of illusion magic. The Veilweavers believed that reality itself was malleable, and by mastering illusions, they could shape and bend it to their will. Over centuries, they honed their skills, delving deep into the mysteries of the arcane and unlocking the true potential of illusion magic.


Illusionists possess the innate ability to tap into the ethereal realms, where they can draw upon the raw essence of imagination to create vivid illusions. These illusions can range from simple tricks of light and sound to elaborate phantasms that can fool even the most astute observers. The Illusionist's illusions are so convincing that they can alter perception, manipulate emotions, and even create physical manifestations, blurring the line between reality and illusion.


As masters of deception, Illusionists are often sought after by clandestine organizations, covert spies, and those who require their enemies to be outwitted rather than outright defeated. Their unique set of skills allows them to infiltrate heavily guarded fortresses, gather crucial information unnoticed, and manipulate others to serve their own hidden agendas.


In combat, Illusionists employ a blend of stealth, misdirection, and illusory tactics. They can create illusory duplicates of themselves to confuse foes, make themselves invisible or blend seamlessly with their surroundings, and even project illusions of devastating attacks to deceive opponents. Their abilities grant them unparalleled control over the battlefield, allowing them to manipulate enemy perceptions, sow discord among their ranks, and turn the tide of battle in their favor.


However, wielding the power of illusion comes with great responsibility and risks. Illusionists must constantly maintain focus and clarity of thought to ensure their illusions do not consume or overpower them. A single misstep or loss of concentration could result in their illusions spiraling out of control, creating chaos and endangering themselves and their allies.


Throughout history, Illusionists have remained elusive figures, operating in the shadows and rarely revealing their true identities. They are known to have their own secret networks and code of honor, often assisting fellow rogues and those who share their cause. Their true motives and loyalties, however, remain shrouded in mystery, leaving others to wonder what lies behind the illusionist's veiled mask.

Illusionist Rogue Features

Level 1

Doppleganger

At 1st level, on your turn you can summon 1 clone within 15 feet of you, which are identical copies of yourself. When a creature hits you or one of your clones they must make a Wisdom saving throw against your fighting modifier. If they succeed the damage hit's you. If they fail, they hit the clone killing it instantly. Area of effect spells and abilities only deal damage to you.


Out of combat, you can only have 2 clones active at a time. They can perform mundane tasks like doing the dishes or serving beer to people at a bar, or even doing tricks with your deck of illusions if you take the starter pack.


In addition, your melee weapon attacks deal an additional 1d4 for each clone you have active. At any time you can switch positions with one of your clones, for positioning purposes but successful wisdom saves will still hit you and kill your clone regardless of if they initially targeted a clone.


When you cast a spell, you can make a Deception skill check (once per round).


Note clones cannot fly, swim, or hover.

Level 3

Cripple

At 3rd level, once per turn, when you hit a creature with a melee attack roll they have disadvantage on attack rolls and skill checks until the start of your next turn.

Level 7

Decoy

At 7th level, once per round, when you are hit with an attack you can force the creature to make an Insight check against your Stealth check, on fail the attack will hit one of your clones instead of you killing it instantly.

Level 11

Shadow Strike

At 11th level, as part of your attack action, if you have at least 2 clones active, you and up to 2 of your clones can teleport up to 30 feet to an enemy each attacking your target and dealing the bonus damage from Doppleganger, your clones do not deal any other on hit effects.

Level 15

Deceiver

At 15th level, successful deception check you can spawn 3 more clones. In addition, you can shadow strike your target dealing an additional 3d4 damage per clone you have active.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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