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Illusionist • Escape Artist

Designed for class

Magician
Homebrew class
Magician
Illusionist

Illusionist

Spellcast Trait: Presence

Conjure mystical, fantastical illusions to warp the senses of those around you.

Foundation

Certain Illusion: Mark a Stress to create a temporary illusion that can be slightly larger than you within Close range. It lasts until you cast a spell, and it holds up to scrutiny until an observer physically interacts with it.

You can have a number of these illusions equal to double your Spellcast trait.

Specialization

Unreal Veil: Once per scene, spend a Hope and surround yourself in an unseen veil of illusion. This veil can completely disguise a single action you make before it dissipates. If this action is an attack, gain a +3 bonus to your damage roll.

Refuse to Be Outdone: Your Hope Die becomes a d20 on action rolls involving seeing, sensing or resisting illusions.

Mastery

Major Illusion: Make a Spellcast Roll (15). On a success, create an illusion that can be twice your size within Far range. It lasts until the scene ends or you create another Major Illusion, and holds up to scrutiny until an observer physically interacts with it.

Semi-Reality: When you make an illusion, you can spend a Hope to select one sensory aspect of it to make indistinguishable from reality.

Escape Artist

Escape Artist

Spellcast Trait: Finesse

Get out of binds and disappear before people's eyes.

Foundation

Release: You are able to easily free yourself of any mundane or non-magical restraints, and you can Mark a Stress to clear the Restrained condition on yourself if inflicted by magical means.

Contort: You can fit easily into any space half your size.

Specialization

Now You See Me: Mark a Stress to draw attention to yourself and become obvious. Adversaries within Far range must target you with their next action, or else spend a Fear to target someone else.

Now You Don't: Once per scene, when you can be seen by an adversary, make a Spellcast Roll (14). On a success, you seem to disappear until you make an action roll.

Mastery

Impossible to Hold: You can always find a way to remove yourself and your allies from a space, even when there is no physical way to escape. You leave no trace of your presence.

Additionally, you no longer mark a Stress when using your Release feature for magical restraints.

Printable cards

Foundation / Specialization / Mastery
Grace domain icon Hazard domain icon
Illusionist
Magician

Illusionist

Foundation

SPELLCAST TRAIT: Presence

Certain Illusion: Mark a Stress to create a temporary illusion that can be slightly larger than you within Close range. It lasts until you cast a spell, and it holds up to scrutiny until an observer physically interacts with it.

You can have a number of these illusions equal to double your Spellcast trait.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Hazard domain icon
Illusionist
Magician

Illusionist

Specialization

Unreal Veil: Once per scene, spend a Hope and surround yourself in an unseen veil of illusion. This veil can completely disguise a single action you make before it dissipates. If this action is an attack, gain a +3 bonus to your damage roll.

Refuse to Be Outdone: Your Hope Die becomes a d20 on action rolls involving seeing, sensing or resisting illusions.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Hazard domain icon
Illusionist
Magician

Illusionist

Mastery

Major Illusion: Make a Spellcast Roll (15). On a success, create an illusion that can be twice your size within Far range. It lasts until the scene ends or you create another Major Illusion, and holds up to scrutiny until an observer physically interacts with it.

Semi-Reality: When you make an illusion, you can spend a Hope to select one sensory aspect of it to make indistinguishable from reality.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Hazard domain icon
Escape Artist
Magician

Escape Artist

Foundation

SPELLCAST TRAIT: Finesse

Release: You are able to easily free yourself of any mundane or non-magical restraints, and you can Mark a Stress to clear the Restrained condition on yourself if inflicted by magical means.

Contort: You can fit easily into any space half your size.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Hazard domain icon
Escape Artist
Magician

Escape Artist

Specialization

Now You See Me: Mark a Stress to draw attention to yourself and become obvious. Adversaries within Far range must target you with their next action, or else spend a Fear to target someone else.

Now You Don't: Once per scene, when you can be seen by an adversary, make a Spellcast Roll (14). On a success, you seem to disappear until you make an action roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Hazard domain icon
Escape Artist
Magician

Escape Artist

Mastery

Impossible to Hold: You can always find a way to remove yourself and your allies from a space, even when there is no physical way to escape. You leave no trace of your presence.

Additionally, you no longer mark a Stress when using your Release feature for magical restraints.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

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