Delusion (5A)
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Elusive as mist, possibly deranged, eternally lost, the patron is eternally unknown and unknowable. Delusion leads the warlock on meandering paths folk were not meant to thread.
Otherworldly Patron Features
Expanded Spell List
Spell Level | Spells |
1 | Disguise Self, Silent Image |
2 | Phantasmal Force, Silence |
3 | Catnap, Phantom Steed |
4 | Confusion, Phantasmal Killer |
5 | Rary's Telepathic Bond, Seeming |
Host of Illusions
When you choose this patron at 1st level you learn the Minor Illusion cantrip. You can cast this spell again and again without dismissing any previous minor images you may have created.
Powerful Illusions
At 6th level, any illusion spell you cast has twice the normal area, and the maximum duration of the spell is twice what it normally is. If the illusion causes dice of damage, add an extra die of the same type the spell already does.
Illusionary Toughness
At 10th level, when you cast a spell of the illusion school that lacks a "At Higher Levels." entry using a spell slot higher than minimum, you gain 10 temporary hit points for each extra spell level. These temporary hit points last for 10 minutes.
Delusion Blast
At 14th level, when you hit a creature with your Eldritch Blast, that creature must make a Wisdom saving throw against your spell save DC or be affected as by the Confusion spell until the end of your next turn. A creature need only make one saving throw per round, even if you hit them multiple times.
Designer's Notes
The obvious comparison here is to the Illusion wizard. Illusionists improve the quality of their illusions. Delusion warlocks focus on quantity, with the ability to keep up to 10 minor images going at the same time. Warlocks also significantly buff their survivability at higher levels. The capstone offers a lot of very unreliable control. Where the subclass could use extra help is at low level. Host of Illusions is fun, but not really powerful.