THE ILLUSIONIST
The illusionist is the arcane master of deception, imagination, and imagery.
Through skill and magic, they manipulate the perceptions or others and even the
substance of reality
Many gnomes and humans become illusionists.

GAME RULE INFORMATION
Illusionists (Ilu) have the following game statistics.
Abilities: Intelligence is of primary importance to illusionists, as it
dictates their power as spellcasters. Charisma is also a primary influence on
several class skills.
Base Attack Bonus: Low (as a wizard)
Hit Die: d4
Saves: High Will
Alignment: Any
Starting Age: As a wizard
Starting Gold: 3d4 x 10gp
Favored Class: Illusionist is a favored class for Gnomes, Half-Elves,
and Humans.
CLASS SKILLS
The illusionist’s class skills are Bluff (Cha), Concentration (Con), Decipher
Script (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha),
Knowledge (Arcana) (Int), Move Silently (Dex), Profession (Wis), Scry (Int),
Sense Motive (Wis), Sleight of Hand [Pick Pockets] (Dex), Spot (Wis), and
Spellcraft (Int).
Skill Points at 1st Level: (4 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 4 + Intelligence modifier
CLASS FEATURES
All of the following are class features of the illusionist.
Weapons and Armor Proficiency: Illusionists are proficient with all
simple weapons. They are not proficient with any type of armor or with shields.
1 Perceptive, Spellcasting
2 Illusory
3
4
5
6
7
8 Illusory
9
10
11
12
13
14 Illusory
15
16
17
18
19
20 Illusory, True Vision
Perceptive: The illusionist’s familiarity with magical deceptions grants
him an edge when faced with the unreal. He adds his Intelligence modifier (if
positive) to all Will saves against Illusions.
Spellcasting [PHB/Web Version]: The illusionist casts arcane spells as a
wizard, using his Intelligence score to determine maximum spell level,
Difficulty Class, and bonus spells. However, he cast one additional spell per
day per level from the list below; he can only learn spells from the following
list:
Spellcasting
[Full Version]: The
illusionist casts arcane spells as a wizard, using his Intelligence score to
determine maximum spell level, Difficulty Class, and bonus spells. However, he
cast one additional spell per day per level from the list below; he can only
learn spells from the following list:
Spell Notes: When casting a spell with the Dragon Magic
component, the illusionist can instead substitute a small geometric glass
object, such as a cube or a prism; such spells have a minimum casting time of 1
full round. A list of each spell’s source is at the end of this post.
Illusory (2nd/8th/14th/20th level): The illusionist is a master of deception.
At the indicated levels, he selects one of the following feats: Alertness,
Arcane Defense (Illusion), Charlatan, Deceitful, Dreamweaving, Eschew
Materials, Fearless, Feign Weakness, Feinting Expertise, Glamerous, Greater
Spell Focus (Illusion), Grim Visage, Improved Feint, Intrepid, Iron Will,
Luminous, Nobody’s Fool, Penumbral, Persuasive, Phantasmic, Seductive, Shadow,
Shadowcasting, Signature Spell, Silent Spell, Skeptical, Sly, Smooth Talk,
Spell Focus (Illusion), Spell Girding, Spell Mastery, Spell Thematics,
Stealthy, Still Spell, Trustworthy, Vivid Imagination, and Wily. The
illusionist must otherwise qualify for any feat selected.
True Vision (20th level): The illusionist can peel back the veils of
magic. Once per day for up to 1 hour, the illusionist can enjoy the benefit of true
seeing as if he had cast the spell. This is a spell-like ability.
Epic Illusionist: The epic-level illusionist continues his Hit Die and
skill point progressions. He also continues his Illusionist Feat progression at
26th level and every six levels thereafter (26th, 32nd, 38th, 44th, etc),
adding the following feats to the Illusionist Feat list: Automatic Silent
Spell, Automatic Still Spell, Epic Spell Focus (Illusion), Epic Will, Ignore
Material Components, and Spectral Strike.
In addition, he receives bonus epic feats at 24th level and every four levels
thereafter (24th, 28th, 32nd, 36th, etc), chosen from the Illusionist Feat list
and from the following: Automatic Quicken Spell, Automatic Silent Spell,
Automatic Still Spell, Combat Casting, Disjunction, Enhance Spell, Epic
Counterspell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic
Will, Greater Spell Focus, Ignore Material Components, Improved Combat Casting,
Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify
Spell, Multispell, Out of Body, Spell Focus, Spell Knowledge, Spell Stowaway,
Spell Opportunity, Spontaneous Spell, and Tenacious Magic.
NEW FEATS:
ARMORED CASTING [General]
You can more easily cast arcane spells while wearing armor.
Benefit: You may ignore 5% of the Spell Failure normally associated with
casting arcane spells while wearing armor (to a minimum 5% for any armor).
Special: This feat can be taken multiple times, increasing the amount of
Spell Failure you can ignore by 5% each time.
BACKSTAB [General]
You can strike opponents when their guard is down for additional damage.
Prerequisite: Intelligence 13, Dexterity 13, BAB +3.
Benefit: If you catch an opponent that is unable to defend itself, your
melee attack deals an additional +1d6 points of Sneak Attack damage. All normal
conditions and restrictions of Sneak Attack apply.
Special: You can take this feat multiple times. Each time, the Sneak
Attack damage dealt is increased by +1d6. Backstab does not stack with other
forms of Sneak Attack damage.
BEWITCHING [General]
You are a beguiling and intriguing creature.
Benefit: You receive a +3 bonus on all Innuendo checks. Diplomacy is
always considered a class skill for you.
BLUEBLOODED [General]
You were raised or mentored by nobility
Benefit: Diplomacy and Knowledge (Nobility) are always considered class
skills for you. In addition, you receive four times the normal starting gold
for your class.
Special: This feat can only be taken at 1st-level.
DISJUNCTION [Epic] [Metamagic]
You can separate magical effects and items, even artifacts, into their base
components, ruining them.
Prerequisite: Knowledge (Arcana) 30 ranks, Spellcraft 30 ranks, any
three Item Creation feats, must be able to cast analyze dweomer and
either break enchantment, dispel magic, or greater dispel
magic.
Benefit: Once per day, you can effect Mordenkainen’s disjunction
as a spell-like ability by utilizing a spell slot of the highest spell level
that you can cast. Causing the effect is identical to casting the spell but has
a casting time of a full-round and both Verbal and Somatic components.
DREAMWEAVING [General]
Your Illusion (Phantasm) spells and sleep spells are more potent than
normal.
Prerequisites: Greater Spell Focus (Illusion) or Spell Focus (Illusion)
and Spell Focus (Enchantment), Able to cast sleep, dream, and nightmare.
Benefits: Add a +2 to the Difficulty Class of all saving throws against
your Phantasm and sleep spells and spell-like abilities, including
sleep-inducing effects of spells such as eyebite and binding.
This stacks with effects of all Spell Focus (Enchantment) and Spell Focus
(Illusion) feats. In addition, for the purposes of range, area of effect, and
duration, your caster level is considered +1 when casting these spells.
FAVORED SKILL [General]
You have a knack for a particular skill.
Benefit: Select any non-exclusive skill or any class skill. This skill
is always considered a class skill for you, and the maximum number of ranks you
may have in it is equal to your character level +4.
FEARLESS [General]
You are fearless in the face of doom.
Prerequisite: Intrepid feat.
Benefit: You are immune to fear spells and effects.
FEINTING EXPERTISE [Fighter] [General]
You are particularly adept at being deceptive in combat.
Benefit: You get a +3 bonus on all Bluff and Sense Motive checks when
part of or against combat maneuvers such as feinting, combat prediction, and
decipher strategy, or using the Feign Weakness or Quicker Than the Eye feats to
attack.
FOCUSED CASTING [General]
Your sound mind allows you to ignore distractions when casting defensively.
Prerequisite: Combat Casting feat, Wisdom 14, Concentration ranks.
Benefit: You add your Wisdom modifier to all Concentration checks made
when casting defensively.
GLAMEROUS [General]
Your Illusion (Glamer) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Glamer) spells, such as change self, invisibility, and hallucinatory
terrain.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Glamer spells and spell-like abilities. This stacks with the effects of
all Spell Focus (Illusion) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
GNOMEBLOODED [Special]
You have a natural talent for illusions, perhaps due to gnome blood running
through your veins.
Benefit: You cast illusionist spells as a sorcerer, not a wizard. You
cast your spells without preparation, using the sorcerer’s spellcasting
progression but losing one Spells Per Day slot per spell level. Your Charisma
score now determines your maximum spell level, bonus spells, and the Difficulty
Class of your spells.
Special: You may only take this feat as a 1st-level illusionist.
IMPROVED FEINT [Fighter] [General]
You can feint as a move-equivalent action.
Prerequisite: Feinting Expertise feat, Improved Initiative feat.
Benefit: You may feint in melee combat as a move-equivalent action.
Normal: Feinting in combat is a standard action.
INTREPID [General]
You are brave in the face of doom.
Benefit: You receive a +4 bonus to all Will saves against all fear
spells and effects.
LUMINOUS [General]
Your can radiate arcane light.
Prerequisite: Able to cast continual flame, daylight, and light
without preparation.
Benefit: You may radiate light at will. Initiating the effect is
a spell-like ability; maintaining and ending it are free actions. This feat
permanently consumes one 1st-level Spells Per Day slot.
METAPHYSICAL [General]
You can apply your Wisdom modifier to your Hit Die.
Prerequisite: Wisdom 13.
Benefit: You use your Wisdom modifier instead of your Constitution
modifier when determining your bonus hit points at 1st level. At higher levels,
your bonus hit points are determined by your Constitution, as normal. However,
you now gain +1 hit point every time your Wisdom is permanently increased 1
point.
Special: Metaphysical can only be taken as a 1st-level character.
OUT OF BODY [Epic]
You can enter a trance and release your astral form.
Prerequisite: Wisdom 23, Tranquility class feature or ability to cast
9th-level spells.
Benefit: After meditating for 10 minutes, you can free your astral self,
as if under the effects of astral projection cast by a sorcerer of your
character level. This spell-like ability can be used once per day.
PENUMBRAL [General]
Your can radiate arcane darkness.
Prerequisite: Able to cast darkness, deeper darkness, and no
light without preparation, or the Improved Darken feat and ability to cast darkness
and no light without preparation.
Benefit: You may radiate darkness at will. Initiating the effect
is a spell-like ability; maintaining and ending it are free actions. This feat
permanently consumes one 1st-level Spells Per Day slot.
PHANTASMIC [General]
Your Illusion (Phantasm) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Phantasm) spells, such as dream, nightmare, and weird.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Phantasm spells and spell-like abilities. This stacks with effects of all
Spell Focus (Illusion) feats. In addition, for the purposes of range, area of
effect, and duration, your caster level is considered +1 when casting these
spells.
SEDUCTIVE [General]
You are charming and inviting.
Benefit: You get a +2 bonus on all Diplomacy and Innuendo checks.
SHADOWCASTING [General]
Your Illusion (Shadow) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Shadow) spells, such as project image, shadow conjuration,
and simulacrum.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Shadow spells and spell-like abilities. This stacks with the effects of
all Spell Focus (Illusion) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
SKEPTICAL [General]
You have a sharp eye for deception.
Benefit: You get a +2 bonus on all Sense Motive and Spot checks.
SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff and Move Silently checks.
TACTICAL DODGE [General]
You cleverly evade blows.
Prerequisite: Intelligence 14, Dexterity 14, Dodge feat, Expertise feat.
Benefit: Against the subject of your Dodge feat, you can apply your
Intelligence modifier as dodge bonus to your AC when in light or no armor.
VIVID IMAGINATION [General]
Your Illusion (Figment) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Figment) spells, such as mirage arcana, programmed image,
and silent image.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Figment spells and spell-like abilities. This stacks with the effects of
all Spell Focus (Illusion) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
WILY [General]
You are difficult to pin down.
Benefit: You get a +2 bonus on all Bluff and Escape Artist checks.
Spell/Feat Sources: All spells and non-epic feats are from the Player’s
Handbook, except as follows: Bastion of Broken Souls module:
Dream Image; Book of Vile Darkness: Cruel Disappointment, Curse
of the Putrid Husk, Darklight, Devil’s Eye, False Sending, Mirror Sending, No
Light, Phantasmal Thief, Reality Blind, Unnerving Gaze, Utterdark; Defenders
of the Faith: Beastmask, Crown of Glory; Deities & Demigods:
Armor of Darkness, Blacklight, Crown of Glory (again), Eschew Materials feat,
Greater Spell Focus feat; Dragon Magazine: Attract Eyes (304),
Coin of the Realm (302), Distract (A5), Eagle’s Splendor (282), Flag (302),
Footpad’s Grace (302), Glib Tongue (A5), Identify with Flame (308), Illusory
Feast (291), Illusory Pit (6th-level spell, 291), Mirror (302), Mirror Eyes
(305), Phantasmal Assailants (291), Phantasmal Whisperer (291), Ray of Light
(A5), Shadow Binding (291), Shadow Radiance (291), Shifting Paths (291),
Stalking Spell (291), Stench (302), Transparency (305), Yell (302); Dragon’s
Lair module: Claws of Darkness; Forgotten Realms: Armor
of Darkness (again), Blacklight (again), Claws of Darkness (again), Cloak of
Dark Power, Eagle’s Splendor (again), Fantastic Machine, Flashburst, Greater
Fantastic Machine, Greater Spell Focus feat (again), Moonbeam, Shadow Mask,
Shadow Spray, Signature Spell feat, Smooth Talk feat, Stealthy feat; Lords
of Darkness: Greater Shadow Tentacle, Lesser Shadow Tentacle, Night’s
Mantle, Skull Eyes, Triple Mask; Magic of Faerun: Amplify, Aura
of Glory, Blindsight, Camouflage, Crawling Darkness, Decoy Image, Disguise
Undead, Distort Speech, Doomtide, Eschew Materials feat (again), Herald’s Call,
Khelben’s Suspended Silence, Low-Light Vision, Mass Camouflage, Minor Disguise,
Net of Shadows, Prismatic Eye, Shadow Hand, Shadow Well, Shroud of Undeath,
Silent Portal, Skull of Secrets, Smell of Fear, Spell Girding feat, Spell
Thematics feat, Stalking Brand, Vision of Glory, Warning Shout, Wounding
Whispers; Manual of the Planes: Ethereal Mount, Shadowblast,
Shadow Cache, Shadowfade, Zone of Revelation; Masters of the Wild:
Camouflage (again), Daze Animal, False Bravado, Fire Eyes, Forestfold, Mass
Trance, Shadow feat; Midnight’s Terror module (Kingdoms of Kalamar):
Shadow Plate; Races of Faerun: Camouflage (yet again), Grim
Visage feat, Nobody’s Fool feat, Shadow Canopy; Savage Species:
Blindsight (again), Camouflage (yet again), Crawling Darkness (again), Dream
Casting, Forestfold (again), Illusory Pit (4th-level spell), Improved
Blindsight, Inky Cloud, Low-Light Vision (again); Song & Silence:
Charlatan feat, Crescendo, Fortissimo, Joyful Noise, Percussion, Persuasive
feat, Spectral Weapon, Trustworthy feat, Zone of Silence; Sword &
Fist: Feign Weakness feat; Tome & Blood: Arcane
Defense feat, Arcane Sight, Corpse Candle, Disguise Undead (again), Eagle’s
Splendor (yet again), Eschew Materials feat (yet again), Feign Death, Gaze
Screen, Ghostform, Greater Spell Focus feat (yet again), Mordenkainen’s Private
Sanctum, Spiritwall; Unapproachable East: Low-Light Vision (yet
again), Superior Darkvision; WotC Website: Alustriel’s Banner,
Candlelight, Guardian Trumpet, Hindsight, Ice Assassin, Magic Memory, Project
Alternate Image, Project Multiple Images, Rankletaste, Remove Scent,
Scattergloom, Servant’s Guise.