Illusionist Powers (3)

Explore a collection of Illusionist Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

Browse all powers by theme

Illusionist Adept

Actions

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

1/day each: Disguise Self, Silent ImageÈ», Invisibility

Spellcasting

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

1/day each: Disguise Self, Silent ImageÈ», Invisibility

Reactions

Projection (1/day). When the wizard is the sole target of an attack or spell, the wizard may use their reaction to turn invisible and teleport up to 30 ft to an unoccupied location they can see. The invisibility lasts for up to 1 minute or until the wizard makes an attack or casts a spell. Simultaneously, an illusionary version of the wizard appears in the previous location and appears to be subjected to the attack or spell. The illusion ends when the invisibility ends and also fails to stand up to physical interaction. A character may also use an action to perform a DC 14 Investigation check to identify the illusion.


Illusionist Master

Actions

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

2/day each: Disguise Self, Silent ImageÈ»

1/day each: Fearc, Major ImageÈ», Greater InvisibilityÈ»

Spellcasting

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

2/day each: Disguise Self, Silent ImageÈ»

1/day each: Fearc, Major ImageÈ», Greater InvisibilityÈ»

Reactions

Projection (1/day). When the wizard is the sole target of an attack or spell, the wizard may use their reaction to turn invisible and teleport up to 30 ft to an unoccupied location they can see. The invisibility lasts for up to 1 minute or until the wizard makes an attack or casts a spell. Simultaneously, an illusionary version of the wizard appears in the previous location and appears to be subjected to the attack or spell. The illusion ends when the invisibility ends and also fails to stand up to physical interaction. A character may also use an action to perform a DC 15 Investigation check to identify the illusion.


Illusionist Expert

Actions

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

3/day each: Disguise Self, Silent ImageÈ»

2/day each: Fearc, Major ImageÈ», Greater InvisibilityÈ»

1/day each: Phantasmal Killerc, Programmed IllusionÈ»

Spellcasting

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

3/day each: Disguise Self, Silent ImageÈ»

2/day each: Fearc, Major ImageÈ», Greater InvisibilityÈ»

1/day each: Phantasmal Killerc, Programmed IllusionÈ»

Reactions

Projection (1/day). When the wizard is the sole target of an attack or spell, the wizard may use their reaction to turn invisible and teleport up to 30 ft to an unoccupied location they can see. The invisibility lasts for up to 1 minute or until the wizard makes an attack or casts a spell. Simultaneously, an illusionary version of the wizard appears in the previous location and appears to be subjected to the attack or spell. The illusion ends when the invisibility ends and also fails to stand up to physical interaction. A character may also use an action to perform a DC 18 Investigation check to identify the illusion.