Illusionist Rogues are sought by clandestine organizations and covert spies for their ability to outwit enemies rather than defeat them outright. Their skills allow them to infiltrate guarded fortresses, gather crucial information unnoticed, and manipulate others to serve hidden agendas.
In combat, Illusionist Rogues blend stealth, misdirection, and illusory tactics. They create illusory duplicates, become invisible, and project illusions of devastating attacks to deceive opponents. Their abilities offer unparalleled control over the battlefield, manipulating enemy perceptions and sowing discord among foes.
1st Level Feature
You constantly project illusory duplicates of yourself. These mirages make it difficult for enemies to focus on you. You have advantage on Intimidation and Deception skill checks.
Whenever an enemy makes an attack roll against you, roll a d20. On a roll of 11 or higher, the attack targets one of your duplicates instead. If an attack hits a duplicate, it is destroyed dealing (PM)d6 Psychic damage to all creatures within 5 feet of you. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.
3rd Level Feature
Your mirage strikes your target dealing additional psychic damage to your target equal to (PM - 1)d4 on hit.
7th Level Feature
When a creature attacks you or an ally within 60 feet of you, you can use your reaction to summon a clone that takes the attack instead.
The creature must make a Cognitive saving throw against your Spellcasting DC, if they fail the attack hits the clone killing it immediately. If they succeed the attack goes through the clone hitting the target as normal, however you get to make an attack on them if they are within range of you or a clone.
9th Level Feature
Your attacks deal additional Psychic damage equal to your Rogue level if you have no allies within 15 feet of you. This damage does not apply to your clones.
12th Level Feature
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14th Level Feature
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17th Level Feature
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19th Level Feature
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