Rogue Archetype – The Illusionary

Illusionary rogues are infused with innate illusion magic which can allow them to use tricky magic and powerful phasing. They are fast, quick-thinking and highly skilled in deceiving thier foes in the heat of combat.

Illusionary Features

LevelFeatures
3rdMotes of Illusion, Phasing Charges
9thInnate Illusions
13thUnerring Eye
17thOverwhelming Phasing

Motes of Illusion
(3rd-level Illusionary feature)

At level 3, your body can become temporarily infused with illusionary magic. As an action, you can enter your Illusionary Form for 1 minute. During this time you gain the following features:

  • Creatures cannot take opportunity attacks against you.
  • Creatures that rely on sight make checks with disadvantage to see through your stealth.
  • You are resistant to non-magical damage.

Once you use this feature, you cannot do so again until the complete a short or long rest.

Phasing Charges
(3rd-level Illusionary feature)

At level 3, upon entering your Illusionary Form you gain 5 Phasing Charges. These charges last until your Illusionary Form ends and can be expended to perform the following actions:

  • Violent Phasing: As a bonus action, you can expend 2 Phasing Charges to enter an incorporeal form. Until the end of your turn, you can move through solid objects and creatures, dealing 1d8 force damage to anything you pass through. You cannot end your movement inside a solid object.
  • Master Trickster: By expending 1 Phasing Charge you can cast the Colour Spray spell without expending a spell slot. Intelligence is your spellcasting ability for this spell.
  • Blink Strike: As a bonus action, you can expend 1 Phasing Charge to teleport 30ft to an unoccupied space you can see. Optionally, you can expend a further 1 Phasing Charge to immediately make a weapon attack as part of the bonus action.
  • Critical Phase: You can expend 1 Phasing Charge to use sneak attack against a target that you would not typically meet the requirement for. This cannot be used to make more than one sneak attack in a round.

Innate Illusions
(9th-level Illusionary feature)

At level 9, you learn to activate your domant illusionary magics with more control. You gain access to the Disguise Self and Minor Illusion spells. You can cast either of these spells an amount of times equal to your proficiency bonus before needing to complete a short or long rest.

Unerring Eye
(13th-level Illusionary feature)

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you complete a long rest.

Overwhelming Phasing
(17th-level Illusionary feature)

At level 17 your phasing magic becomes unmatched in it’s potency. When entering your Illusionary Form you instead gain 10 Phasing Charges. In addition, as an action, you can expend 5 charges to make a weapon attack against every chosen creature within 30ft. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Final Thoughts

Thanks for reading about the Illusionary Rogue! This is the first Frostwoods subclass and I really enjoy how the themes and mechanics of this archetype complement each other. Rogues are really cool classes in concept but it feels like their subclass levels are really late in the development of a character, so I wanted to front-load the coolest stuff at the early levels and give the player choices that keep things interesting until they get something new at level 9.

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