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Mirage Seeker

Among the sandstorms of endless dunes, the heat
breaks even the sturdiest of creatures, and the sun
in the vast sky has never been known to show mercy.
Surviving hell is easier than some parts of the desert,
and only the most experienced beings can traverse its
pathless wastes without significant risk. The deserts
hold one of the most dangerous hazards of all: the
mirage. The illusions of the desert can deceive the
most desperate minds and can trick them at the cost
of their lives. In the deserts of Persia and Western
Turkestan, some guides, travelers, nomads and
warriors have excelled in the art of surviving and are
expert in the manipulation of these mirages.
Level 3: The Mirage Adept: Starting at 3rd level,
you learn the minor illusion cantrip and have the
following spells when you reach the ranger levels
shown in the table. Each spell counts as a ranger
spell for you, but it doesn't count against the number
of ranger spells you know.
Level Spells
3rd bane, bless
5th suggestion, zone of truth
9th bestow curse, remove curse
13th blight, death ward
17th dispel evil and good,
reincarnate
Level 3 Channel Divinity Options: You gain two
Channel Divinity options:
Vital Equality: You present your holy symbol as a
bonus action; choose two creatures that you can see
within 60 ft. of you (you can choose yourself) and use
your Channel Divinity. If both creatures are willing,
their hit points are combined and distributed equally
among the creatures (rounded down). For example,
if you have 30 hit points, and another creature has 3,
your and the creature’s current hit point becomes 16.
The chosen creatures gain temporary hit points equal
to your paladin level.
Mirroring Force: When a creature within 60 ft. of you
applies a condition to a creature other than you, you
can use your reaction to expend a use of your Channel
Divinity. The creature is forced to make a Constitution
saving throw. On a failed save, it is applied with the
same condition. The conditions can be: Poisoned,
blinded, deafened, stunned, or paralyzed. It also can
be disease rather than a condition.
For example, if one of your allies is paralyzed with an
enemy within 60 ft. of you, you can force that enemy
to make the saving throw. On a failed save, it will be
paralyzed too. The duration and the rules for the
condition is the same with the original one.
Level 7: Aura of Balance: Starting from 7th level,
you have an aura of 10 ft that protects the balance
23
Subclass Options
3rd level silent image
5th level phantasmal force
9th level major image
13th level greater invisibility
17th level seeming
Additionally, when you use your Primeval Awareness
ability, you gain an aura of 30 ft. This aura allows you
to detect illusion spells within 30 ft. of you for the next
10 minutes. You can choose a number of creatures
up to your Wisdom modifier; you and these creatures
each have advantage on your next Wisdom saving
throws against spells in the next 10 minutes while in
your aura.
You also detect natural phenomenons within your
Primeval Awareness’ range, such as an oasis in
the desert. Your power also shows natural water
resources.
Level 3: The Mirage Power: You are especially deft
at using the power of mirage through your weapon
attacks. When you hit a creature with a weapon, you
can deal an extra 1d4 psychic damage to the target,
which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach
11th level in this class.
For the Historica Arcanum universe, when you cast
a spell from the illusion school, your first spell of that
day doesn’t count against the Spell Rebound Table.
Level 7: Touching the Fabric of Reality: Starting
at 7th level, when an evocation or conjuration spell
is cast within 30 ft. of you to create fire, acid, cold,
lightning or thunder, you can use your reaction to
make them illusions, therefore harmless. You must
succeed on a spellcasting ability check equal to 10 +
spell’s level.
In addition, when you use your illusion spells to create
water, you can expend one of your spell slots to make
the water real. It can’t be used for damaging purposes,
but it can be consumed as drinking water. It vanishes
after 10 minutes.
Level 11: Dispel the Illusion: Starting at 11th level
you have mastered the ability to deal with illusions
and deceptive enchantments. When you sense an
illusion with your aura, you can dispel the illusion,
which also ends your aura. You can’t do so again until
you finish a short or long rest.
In addition, when you cast an illusion spell of 3rd level
or higher, you gain one expended spell slot that is 2nd
level or lower. You can use this ability a number of
times equal to your Wisdom modifier.
Level 15: Master of Illusions: Starting at 15th level,
you have mastered the ways of illusion. You choose
2 illusion spells of your choice that you know that
are 2nd level or lower, and can cast them without
expending spell slots. You can do so equal a number
of times to your Wisdom modifier (minimum of 1).