Wizards in Dungeons and Dragons 5e who follow the School of Illusion have a knack for confusing enemies and manipulating NPCs. This character is great for those who want to play a mischievous, yet intelligent, party member with plenty of tricks up their sleeve. For this character, we’ll mix in elements of adventure, illusions and spells for monster encounters. Then, we’ll add odd personality quirks for the ultimate illusionist trickster.
When building a School of Illusion wizard in DnD 5e, consider the following:
Before we jump in, consider playing your illusion wizard in my original pirate adventure, Dead Man’s Tale. More info here or below.
To begin, let’s pick a race that fits a wizard illusionist trope.
Forest Gnomes gain an inherent +2 Intelligence/ +1 Dexterity bonus, making them prime for wizard spellcasting. Plus, these little guys come complete with minor illusion, so we can increase our spell list from the beginning. Gnomes have a trickster reputation as it is, and forest gnomes can use woodland pets like squirrels and raccoons to complement this innate stealth and wizardry.
Fairies also carry the Fae element of tricky magic—they’ve been manipulating humans for centuries. We can choose to increase our starting character’s Intelligence by 2 and probably Dexterity by 1. Also, fairies can fly and learn inherent spells such as druidcraft, faerie fire, and enlarge/reduce spells.
Finally, I would consider the snake-like Yuan -ti Pureblood for their Intelligence (+1) and Charisma (+2). The hypnotizing snake motif works fantastically here. Plus, the character’s increased Charisma can be effective with Persuasion, Deception and Intimidation. To start, they have magic resistance, poison immunity and darkvision. On top of all this, they come with inherent spells poison spray, animal friendship (only snakes) and suggestion.
Wizards typically fill the role of smartest in the group. If the party needs an Investigation, Religion, History, Nature, Medicine or Arcana check, the wizard is going to be the go-to character. However, this much intelligence can sometimes drive individuals to oddball personality traits.
Illusionists have a need to manipulate, for one reason or another. Sometimes, this manipulation is harmless and fun, or maybe even for self-defense. Other times, this magic is toxic, confusing and cutthroat.
For instance, we could play a cunning forest gnome wizard who doesn’t like to resort to violent magic to achieve their goals. On the other hand, we could play a nefarious Yuan-ti Pureblood who is on a mission to reclaim her snake throne. Either way, the illusion magic will offer a whole range of creative opportunities during the game.
First, let’s dive into some basic abilities that every wizard learns.
At level 2, I’ll gain my first effects from the School of Illusion, Illusion Savant and Improved Minor Illusion. Illusion Savant halves the time and gold spent to copy an illusion spell into my spellbook. However, Improved Minor Illusion gives me minor illusion if I don’t already have it. Plus, my illusion can now make a sound.
Then, level 6 grants me Malleable Illusions. Now, I can change the nature of an illusion while it is cast on the field. This can open my creativity to all kinds of situations. Perhaps I need to convince someone in a bar that a fellow patron is in fact a werewolf. I’ll simply cast a silent image spell of a man transforming. I’ll need an illusion lasting 1 minute or longer.
Level 10 gives me Illusory Self—a clever defensive measure. Whenever a creature attacks me, I can create a duplicate of myself. This duplicate causes the enemy to miss and dissipates, which comes in super handy as a squishy wizard. However, I can only use this once per short or long rest.
Finally, level 14 grants me Illusory Reality. This ability utilizes shadow magic to make my illusion spell (1st level or higher) real for up to 1 minute. I can’t use it to harm anyone—like a sword or bow. But I can use it to traverse difficult terrain. For instance, I can create illusory ropes, bridges and stairs long enough for my party to use them.
Now, for the fun part. Spell selection is a big deal for the wizard class. I’m essentially the guy with all the magic. However, I want to pick spells at each level that complement my role in the party and express my mischievous nature. Plus, I’ll need defense, attack and adventure spells. Here’s a few ideas to get started.
Guide to Building a Bladesinger Wizard: DnD 5e | DnD 5e Guide to Building Puzzles |
My free spells need to include a solid attack mixed with adventuring must-haves.
Now, I can prepare my next level of spells with a similar strategy as my cantrips.
Now that I have my basics, I can really start to have fun with my higher-level spell selection.
Illusion spells get wild as we grow in level. This is a fantastic class for those who want to play a character outside the box. Blasting fireballs and lightning bolts are cool. However, this is a typical wizard you’ve probably considered 100 times. Not only does this character offer a “sky’s the limit” element to the illusion spells, but they also have the creative challenge spell choice.
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