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Illusionist Mage in Dungeons & Dragons 5e

Volo's Guide to Monsters (5e)

Illusionist Mage CR: 3

Small to Medium humanoid, any alignment
Armor Class: 15 (Mage Armor)
Hit Points: 38 (7d8 + 7) 7d8+7
Speed: 30 ft

STR

9 -1

DEX

14 +2

CON

13 +1

INT

16 +3

WIS

11 +0

CHA

12 +1

Saving Throws: Intelligence +5, Wisdom +2
Skills: Arcana +5, History +5
Senses: Passive Perception 10
Languages: Common, & any three languages
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2
by Dmitry Burmak

Spellcasting. The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:

  • Cantrips (at will): Dancing Lights, Mage Hand, Minor Illusion, Poison Spray
  • 1st level (4 slots): Color Spray*, Disguise Self*, Mage Armor, Magic Missile
  • 2nd level (3 slots): Invisibility*, Mirror Image*, Phantasmal Force*
  • 3rd level (3 slots): Major Image*, Phantom Steed*
  • 4th level (1 slot): Phantasmal Killer*
  • *Illusion spell of 1st level or higher

    Actions

    Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.

    Bonus Actions

    Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). The illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.

    Suggested Environments

    Any Climate; Any Terrain


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