Custom Content for Homebrew tabletop and D&D campaigns

Illusionists are one of the more lighthearted classes. They require a great deal of imagination and cunning to use effectively - but there is no limit to their potential both in and outside of combat.

Passive:

Class Proficiencies:
This class wears cloth armor, and exclusively relies on Magic in combat. They don't use melee or ranged weapons but staves or wands to enhance their abilities.

Mimic:
You may create illusions of men, beasts, and monsters and animate them to look and act anatomically correct. By default the can move, react, and make sounds without your direct input, however they are greatly limited in number and accuracy of responses when autonomous. Illusions have no way of having more knowledge than you do, so use caution when impersonating people.

Two Way Link:
You may choose to see, hear, and speak through your illusion in its place. You may not do this simultaneously with more than one illusion, however you may use a free action to switch between them and control multiple illusions manually.

Thinking With Portals:
You may create portals that you can hear and see through.

The Illusion of the Real:
You may channel Basic Abilities to make your illusions real. The solidity and effect they have depends on which spells you use and how they are cast.

Keep It Going:
You may have a maximum of 12 simultaneous illusions active, they may only survive within 25 squares of you - any further and they shatter. Their durability are equal to your Magic, at which point they shatter. Your illusions may not be healed by traditional means unless they are Real. Tracking and managing multiple illusions at once is hard work, once you reach four simultaneous illusions you must spend the beginning of each turn rolling to keep them active. The die you roll depends on the number of illusions you have active, once you roll the appropriate die, you may keep that many illusions at the end of your turn - the rest will shatter. This rule does not apply to Real illusions, which are exempt from your total active number. Meaning if you have three illusions plus two Real illusions active your total is three not five.
4 illusions = D4
5-6 illusions = D6
7-8 illusions = D8
9-10 illusions = D10
11-12 illusions = D12

Be Gone:
Dismissing illusions are "at will" meaning it does not take an action to get rid of them. Illusions that are not made Real dissipate when you sleep, go unconscious, are silenced, or otherwise incapacitated.

Not The Face:
You may use illusions to roll defensively, substituting a mimic of yourself as you sidestep to safety. Roll

Make It Hurt:
You may fight in ranged or melee combat with illusion weapons made Real. When attacking roll the appropriate damage die according to size, and add your Magic. Your magic is too brittle to absorb attacks when blocking, it instantly destroys them. Your party may not use Real illusion weapons in combat.

Free Action:

Cast Illusion:
This may be anything that your character has seen or knows about. The accuracy is wholly dependent upon your knowledge of the subject matter. Illusions include but are not limited to: items, people, creatures, monsters, weapons, armor, enhancements. These illusions are not real and have no mass, therefore they may not interact with the world.

Repair Illusion: D4 + Magic
Grant your illusion additional durability beyond its current amount. The maximum durability an illusion may have (that is not Real) is your Maximum Hit Points + Maximum Armor Value.

Make Real:
Sacrifice your ability, movement, and free action this turn to make an illusion real. Its durability stays the same but it may now interact with the physical world. Because this is a Free Action you may cast this at any time as long as you meet the pre-requisites.

Jerry-Rigged:
Cast an illusion upon an ally's object that may be triggered by them. This may be a sight or sound, this illusion is not Real. Triggering the illusion costs them a Free Action.

Distractions: D20  (Effectiveness)
Your illusions may attempt to distract or taunt enemies on behalf of anyone in your party. This is a single target effect and will not work in an Area of Effect or on more than one target at a time for any reason.

Better Distractions: D20 + Magic (Effectiveness)
Your Real illusions may attempt to distract or taunt enemies on behalf of anyone in your party. This will work as a single target or Area of Effect.

Enlarge:
Make your illusion one size larger. By default, all illusions are proportional in size to their actual counterpart.

Shrink:
Make your illusion one size smaller. By default, all illusions are proportional in size to their actual counterpart.

Alter:
Change your illusion to be something other than normal. Color, sound, distortions, etc. This does not apply to size or smell, your illusions do not smell by default.

Ability:

I Need More:
Roll a D4, make that many copies of any illusion that isn't Real.

Double Down:
Duplicate any Real illusion, its durability, present condition, effects, and status are all the same.

Super Repair: D8 + Magic
Grant your illusion additional durability beyond its current amount. The maximum durability an illusion may have (that is not Real) is your Maximum Hit Points + Maximum Armor Value.

Distractions:
Your illusions may attempt to distract or taunt enemies on your behalf. This is a single target effect and will not work in an Area of Effect or on more than one target at a time for any reason.

Quickly Now:
Immediately make any illusion Real. This does not have any additional cost.

Trading Places:
Immediately swap places with any Mimic