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Illusionists can be awesome, or they can find themselves at the very wrong end of the nerf-stick, depending on how the GM interprets illusions in their games. Regardless of which end of the nerf-stick the illusionist is on, here are 10 new illusionist subclasses for your old school game.

Remember – if using these rules, all characters must have a subclass. If you really don’t want a subclass, petition the GM to let you take the focused subclass (Focused Illusionist), which provides no new abilities, but instead makes leveling up a bit faster.

Illusionist image (c) Wizards of the Coast

Illusionist image (c) Wizards of the Coast

Illusionist SubClass (roll d12)

  1. Martialist – Weapons and staves wielded by the illusionist take on the appearance of swords, axes and so on. The illusionist can expend a prepared spell to increase weapon damage on a successful hit by 1d4 damage per level of the spell expended
  2. Potent Arcanist – At each spell level replace one illusionist spell with a spell from the same level magic user spell
  3. SunCaster – Gains the ability to turn undead as a cleric, although as a level 1 spell; cast light 1/day
  4. Shadowmaster – Hide in Shadows as a thief
  5. Lucky – +1 on all saving throws
  6. Perceptive – Reduce chance of being surprised by 1
  7. Enchanting – +1 bonus on reaction rolls
  8. Tricky – +1 initiative, Pick Pockets as a thief
  9. False Prophet – At each spell level replace one illusionist spell with a spell from the same level cleric spell list
  10. Dedicated Deceiver – Pick one spell known, casting this spell requires no verbal or somatic components and saves against it are made at -2. A month’s study allows the illusionist to switch which spell is dedicated, but during that month no spell gains this benefit.
  11. Focused – +10% to earned XP
  12. Choose one or make up a new one