Illusioncraft
Illusioncraft shapes a character's supernatural focus, training, and power set.
Power index
Illusioncraft Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Create one illusory sound or one image of an object within range. The image fits in a 5-ft. cube and has no physical substance. A creature that uses the Study action and succeeds on an INT check against your power save DC recognizes it as an illusion.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Minute
- Type
- Illusion
- Save
- INT

Touch one willing creature and blur its social impression. Until the effect ends, other creatures subtract 1d4 from WIS (Insight) or WIS (Perception) checks made to read, track, or identify the target.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 1 Minute
- Effect
- 1d4
- Type
- Illusion
Tier 1
4
Change your apparent appearance, clothing, equipment, height by up to 1 ft., and general build. The illusion does not withstand physical inspection. A creature can use the Study action and make an INT check against your power save DC to discern the disguise.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Type
- Illusion
- Save
- INT

When a creature you can see within range is targeted by an attack, impose a penalty equal to your INT modifier on the attack roll as the target’s outline flickers.
- Action
- Reaction
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Effect
- INT
- Type
- Protection

Write on a suitable surface and make the message appear normal to chosen readers, but false, unintelligible, or altered to others. A creature with truesight reads the hidden message normally.
- Action
- 1 Minute
- Use
- At-Will
- Range
- Touch
- Duration
- 10 Days
- Type
- Illusion

Create a visual illusion no larger than a 15-ft. cube at a point within range. As an action, move it within range and alter its appearance. Physical interaction reveals it as false. A creature can Study it with an INT check against your power save DC.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Concentration, 10 Minutes
- Effect
- 15-ft. cube
- Type
- Illusion
- Save
- INT
Tier 2
4
Touch one creature. The target is invisible until the effect ends. The effect ends early after the target attacks, deals damage, or uses a power.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Concentration, 1 Hour
- Type
- Illusion

Implant a spoken message of up to 25 words in an unattended object within range. The message is spoken in your voice when a trigger you define occurs within 30 ft. of the object.
- Action
- 1 Minute
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Until Dispelled
- Effect
- 25 words
- Type
- Illusion

Create three illusory duplicates in your space. When a creature hits you with an attack, roll 1d20. On an 11 or higher, the attack hits a duplicate instead. A duplicate has AC 10 + your DEX modifier and vanishes when hit.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 3 duplicates
- Type
- Protection

Choose one creature you can see within range. The target must make an INT save or perceive a phantasmal object, creature, or hazard no larger than a 10-ft. cube. The target treats it as real. Once per turn, if the target is within or adjacent to the phantasm, it takes 10 (3d6) psychic damage.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 3d6
- Type
- Psychic
- Save
- INT
Tier 3
4
When a creature you can see within range is hit by an attack, a false image shifts the strike. Reduce the damage by 3d8 + your INT modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 3d8 + INT
- Type
- Reduction

Create a twisting pattern in a 30-ft. cube. Creatures of your choice in the area that can see it must make a WIS save or become charmed, incapacitated, and have speed 0 for the duration. The effect ends for a creature if it takes damage or another creature uses an action to shake it awake.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Type
- Charm
- Save
- WIS

Create an image, creature, object, or phenomenon no larger than a 20-ft. cube. It includes sound, smell, and temperature but cannot cause harm. As an action, move and reshape it within range. Physical interaction or a successful INT Study check against your power save DC reveals it as false.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 10 Minutes
- Effect
- 20-ft. cube
- Type
- Illusion
- Save
- INT

Cover a 20-ft. radius area within range with false footing, fog, shadows, or misleading depth. The area is lightly obscured and difficult terrain for hostile creatures that fail an INT save when they enter or start there.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- 10 Minutes
- Effect
- 20-ft. radius
- Type
- Illusion
- Save
- INT
Tier 4
4
Touch one creature. The target is invisible for the duration, and the effect does not end when the target attacks, deals damage, or uses a power.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- Concentration, 1 Minute
- Type
- Illusion

Make natural terrain in a 150-ft. cube look, sound, and smell like another natural terrain. The illusion does not change tactile qualities. A creature examining it can make an INT check against your power save DC to discern the illusion.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- 300 ft.
- Duration
- 24 Hours
- Effect
- 150-ft. cube
- Type
- Illusion
- Save
- INT

Choose one creature that can see you within range. The target must make a WIS save or become frightened for the duration. While frightened this way, it takes psychic damage equal to your INT modifier at the start of each of its turns. It repeats the save at the end of each turn.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- INT
- Type
- Psychic
- Save
- WIS

When a creature you can see within range takes damage, reduce the damage by 4d8 + your INT modifier. If this reduces the damage to 0, the target becomes invisible until the start of its next turn.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 4d8 + INT
- Type
- Reduction / Illusion
Tier 5
4
Choose up to six willing creatures within range. Each target becomes invisible for the duration. The effect ends early for a target after it attacks, deals damage, or uses a power.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Concentration, 10 Minutes
- Effect
- 6 creatures
- Type
- Illusion

Become invisible and create an illusory double where you stand. As an action, move the double up to twice your speed and make it speak, gesture, and behave as you choose. You can see and hear through it. Your invisibility ends if you attack, deal damage, or use a power.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Concentration, 1 Hour
- Type
- Illusion

Surround yourself with overwhelming majesty. When the emanation enters a creature’s space or a creature enters or ends its turn there, force that creature to make a WIS save. On a failed save, it takes 18 (4d8) psychic damage, falls prone, and is pushed 10 ft. On a success, it takes half damage only.
- Action
- Action
- Use
- At-Will
- Range
- Self (10 ft.)
- Duration
- Concentration, 1 Minute
- Effect
- 4d8
- Type
- Psychic
- Save
- WIS

Give illusory appearances to any number of creatures you can see within range. An unwilling target may make a CHA save to resist. The illusion changes apparent body, clothing, armor, and gear but fails physical inspection.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 8 Hours
- Type
- Illusion
- Save
- CHA
Tier 6
4
When a creature you can see within range would take damage, create a false angle or phantom obstacle. Reduce the damage by 6d8 + your INT modifier. If the attack misses or the damage is reduced to 0, move the protected creature 10 ft. without provoking opportunity attacks.
- Action
- Reaction
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- 6d8 + INT
- Type
- Reduction / Movement

Creatures have disadvantage on INT checks made to discern your Illusioncraft powers. When a creature fails such a check, it takes psychic damage equal to your INT modifier.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- INT
- Type
- Psychic

Create a lasting illusion of a creature, object, or phenomenon no larger than a 30-ft. cube. It includes sound, smell, and temperature. As long as you are within range, you can use an action to move or alter it.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Until Dispelled
- Effect
- 30-ft. cube
- Type
- Illusion
- Save
- INT

Create an illusion no larger than a 30-ft. cube that remains dormant until a trigger you define occurs. When triggered, it performs a scripted display with sights and sounds for up to 5 minutes, then becomes dormant for 10 minutes.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Until Dispelled
- Effect
- 30-ft. cube
- Type
- Illusion
Tier 7
4
Choose up to six creatures within range. Each target must make an INT save or see a battlefield of false hazards. On a failed save, a target treats the ground within 30 ft. of itself as difficult terrain and has disadvantage on opportunity attacks for the duration.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- 1 Minute
- Effect
- 6 creatures
- Type
- Illusion
- Save
- INT

Alter terrain in an area up to 1 mile square to look, sound, smell, and feel like different terrain. The illusion can create apparent structures, difficult terrain, or openings, but cannot disguise or add creatures. Truesight reveals the terrain’s true form.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Sight
- Duration
- 10 Days
- Effect
- 1 mile
- Type
- Illusion

Choose one creature you can see within range. The target must make a WIS save or become frightened by a private nightmare. At the end of each of its turns, it repeats the save. On a failed repeat save, it takes 44 (8d10) psychic damage; on a success, the effect ends.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 8d10
- Type
- Psychic
- Save
- WIS

Create an illusory copy of yourself at a location within range that you have seen before. You can see and hear through it. As an action, move it up to 60 ft. and make it speak, gesture, and behave as you choose. The copy is intangible and disappears if damaged.
- Action
- Action
- Use
- At-Will
- Range
- 500 Miles
- Duration
- Concentration, 1 Day
- Type
- Illusion
Tier 8
4
Create a Huge shadowy dragon in an unoccupied space within range. Enemies that can see it must make a WIS save or become frightened for 1 minute. As a bonus action, move the dragon 60 ft. and have it exhale a 60-ft. cone. Creatures in the cone make an INT save, taking 49 (9d10) acid, cold, fire, lightning, necrotic, or poison damage on a failed save, or half as much on a success.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 9d10
- Type
- Variable
- Save
- INT / WIS

Choose one creature you can see within range. The target must make an INT save or become trapped in a private illusory maze, incapacitated and speed 0 for the duration. It repeats the save at the end of each of its turns, ending the effect on a success.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 90 ft.
- Duration
- 1 Minute
- Type
- Illusion
- Save
- INT

When you or a creature you can see within range would take damage or fail a saving throw, an illusion absorbs the outcome. Reduce the damage to 0 or turn the failed save into a success. The protected creature becomes invisible until the start of its next turn.
- Action
- Reaction
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 0
- Type
- Protection / Illusion

For the duration, you are invisible to creatures that fail an INT save when they first try to perceive or target you. Affected creatures may repeat the save when you damage them or at the end of each of their turns.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Type
- Illusion
- Save
- INT
Tier 9
4
Your Illusioncraft powers ignore immunity to the charmed and frightened conditions unless a creature has truesight. Creatures with truesight still have disadvantage on checks to pierce your illusions.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Illusion

Create an army of illusory figures in a 60-ft. radius within range. Hostile creatures in the area must make a WIS save when they start their turns there. On a failed save, a creature takes 44 (8d10) psychic damage and has disadvantage on attack rolls until the start of its next turn; on a success, it takes half damage only.
- Action
- Action
- Use
- At-Will
- Range
- 300 ft.
- Duration
- 1 Minute
- Effect
- 8d10
- Type
- Psychic
- Save
- WIS

Alter a region up to 1 mile square with tactile illusions that feel real to creatures that fail an INT save on entering. Affected creatures treat chosen areas as difficult terrain, solid barriers, bridges, pits, cover, or safe ground as you define when the power is used.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Sight
- Duration
- 1 Hour
- Effect
- 1 mile
- Type
- Illusion
- Save
- INT

When you would drop to 0 hit points, fail a saving throw, or be restrained, create a perfect false death or false position. You instead become invisible, teleport up to 60 ft. to a space you can see, and the triggering damage, failed save, or restraint is negated.
- Action
- Reaction
- Use
- 1/Long Rest
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 60 ft.
- Type
- Protection / Teleportation
Tier 10
4
Transform the apparent reality of an area up to 1 mile square. You define terrain, weather, structures, crowds, hazards, and sensory details. Creatures entering the area make an INT save. On a failed save, they treat the illusion as real for movement, cover, concealment, and orientation.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Sight
- Duration
- 24 Hours
- Effect
- 1 mile
- Type
- Illusion
- Save
- INT

For the duration, creatures have disadvantage on saving throws and checks against your Illusioncraft powers, and you may make one illusion you create tangible to affected creatures for movement and cover, though it cannot directly deal damage unless the power already does.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Type
- Illusion

When you or a creature you can see within range would take damage, fail a saving throw, be detected, or be targeted, replace the event with a convincing false outcome. The damage becomes 0, the save succeeds, detection fails, or the targeting must choose another valid target.
- Action
- Reaction
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 0
- Type
- Protection / Illusion

Create a legendary illusion across a region within range. The illusion can rewrite landmarks, conceal settlements, create false roads, hide armies, or impose a dreamlike law of perception. The GM defines the limits of its narrative effect. It can be ended by Tier 10 dispelling, divine intervention, or a story condition set when the power is used.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 Mile
- Duration
- Until Dispelled
- Type
- Illusion
