Elf: The utility of elves vary a bit from one subtype to the next. They're crossing difficult terrain also courtesy of the same Mirage Arcane action that imprisoned the giant bats. The illusionist is noted as severely limited in the use of magic items, but with very powerful magic. I really need to ask you guys why you are being so down on the level 14 ability of illusionists. Glyph of Warding Abjuration : Another spell where the absence of a ritual tag must be a typo. It is still magical and must overcome your senses completely to fool you. Forest gnomes get +1 Dex and Minor Illusion.
Projected Ward: Reaction to let someone else in the group borrow your ward when they get hit. At 9th level, illusionists can manufacture minor items such as talking puppets, toys, or other harmless trinkets. Divination Gives you spells of discernment, remote viewing, and supernatural knowledge. And, since you can will it away, you can move it out of conflict areas if you're aware enough. Especially when you can mix and match spells freely, no one will be able to tell if they are going to be hit with an illusion or not. Modify Memory Enchantment : Too bad creatures in combat get advantage on the save otherwise, aside from the lousy range, it would better than hold monster for dropping a creature out of combat.
For a bladesinger this is a little better, probably black. Which has led me to want to play one. You'll get two more skills from your background, so try to find a background that lets you cover the knowledge skills which no one else in your party can cover. Mind blank provides outright immunity to a lot of things. I'm not sure that's really worth the two-level dip, but I will think about how to incorporate a mention of it.
Keep in mind too that this is separate from disadvantage and advantage. Not bad but better picks this level. That's a lot of utility! Learn more about our sub at the. The possibility of custom backgrounds also means that it is literally impossible for me to provide comprehensive analysis of every potential background in existence. . You can then alter the illusion to any specifications you like, within the boundaries of what the spell allows. The illusion gets more and more developed each time he casts it, adding more trees, grasses, and flowers, even far off animals walking around.
But you can effectively double up your spells per day by having another you. Maybe you can gain advantage on a Persuasion check if you spice up your delivery with some visuals. They did take the time to cast Truesight. Contingency Evocation : Not sure why this is evocation and not divination but whatever. Changing your illusions from a static image to something else periodically can be a very effective way to convince enemies that the illusion is real. Elemental Adept lets you choose an element: acid, cold, fire, lightning, or thunder. Blinding as an effect is nice.
However, that's still a lovely way to spend only 1500 gp on multiple potential simulacra. Hence, the level 9 conundrum! But you're right; it would take your action to make an illusion of, say, a coin follow your hand as you pick it up, let alone to stay in your belt pouch. Languages may not seem important with dumped Charisma, but it's hard to read ancient tomes if you don't know the language. Minor Illusion Illusion : If illusion was only going to show up once on the cantrip list, they did it right. The toughness and armor proficiencies of various dwarf subtypes have potential. If you happen to go first in combat, you can ready your action to trigger when a dragon makes a breath attack, an enemy holding a weapon moves within 15ft. A sorcerer cannot toss a twinned Fireball into combat.
Great defensive option, and teleportation, even short range, has lots of utility. Surely dwarves must have wizards, but I imagine those dwarf wizards must curse the racist gods that made them the special projects of their wizarding schools. Build Concept Build a Wizard that may multi-class into other casters that takes no spells that directly damage enemies. At level 2, Sculpt Spells helps to prevent your area of effect spells from doing damage to your friends. Unlike, say, magic missile or fireball, every illusion is different.
Less damage than burning hands, but the push can be situationally useful. I think players who liked the old-school wizards will like what 5e came up with. Blow stuff up, long rest, repeat. They effectively spent 4 levels of utter uselessness, before bursting on the scene with Fireball or Lightning Bolt and increasingly dominating from that point forward. Shatter becomes our go-to option for handling groups of enemies, dramatically outpacing Acid Splash's number of targets and roughly matching its damage with a much more useful damage type. Do note though that Illusory Reality is usable only once per spell.