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Thousandfold Mirage Theater

Thousandfold Mirage Theater

The Thousandfold Mirage Theater is a Domain of illusions, tricks, and falsehoods. Walls shimmer, enemies see enemies, and every step feels uncertain. Allies move like actors in a perfectly rehearsed play, while enemies stumble through a stage set designed only to betray them.  

Mirage Mandate

At 3rd level, your strikes distort reality, leaving foes unsure of what they see.   When you use your Domain Strike, the attack deals psychic damage, and the target must succeed on a Wisdom saving throw or see illusory doubles of you until the start of your next turn. While afflicted, it has disadvantage on its next attack roll against you.   In addition, when you use your Manifest Domain, it takes the form of the Thousandfold Mirage, a shifting theater of phantasms and false walls. While your Manifest Domain is active:
  • Enemies that start their turn within 20 feet of you must succeed on an Intelligence saving throw or be unable to distinguish friend from foe. On a failed save, the first attack roll they make that turn has a 50% chance of targeting an ally of their choice instead.
  • You and your allies in the Domain can choose to appear as illusory duplicates; enemies have disadvantage on opportunity attacks made against creatures leaving their reach.
  • You and your allies within the Domain gain resistance to psychic damage.
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    Trickster’s Veil

    At 7th level, your aura wraps allies in deceitful phantasms.   While your Aura of Territory is active, enemies of your choice see phantom doubles around you and your allies. Whenever an ally within your Aura is targeted by an attack, you can use your reaction to impose disadvantage on that attack.   In addition, when you or an ally within your Aura succeeds on a saving throw against being charmed or frightened, you can immediately cloak them in illusion. Until the start of their next turn, attack rolls against that ally are made with disadvantage.  

    Grand Deception

    At 15th level, your illusions bend even the will of the strong.   When a creature within your Domain attempts to attack you or an ally, you can use your reaction to force it into confusion. The creature must succeed on a Wisdom saving throw or choose its target at random (as though under the effect of the confusion spell for that single attack or spell).   You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

    World of False Reflections

    At 20th level, you unveil your true Domain: a mirrored theater where truth itself dissolves in endless illusions.   When you use your Exalted Domain, it expands into the World of False Reflections, a 60-foot radius of endless phantoms and mirrored walls. The area is lightly obscured for enemies, and creatures of your choice treat all enemies in the Domain as if they were under the effect of the mirror image spell (no concentration required). While this Domain is active, you and your allies inside cannot be targeted by divination magic, and your weapon attacks deal an additional 1d8 psychic damage.   At initiative count 20 (losing initiative ties), choose two of the following effects:
  • False Foe. Choose up to three enemies in the Domain. Each must succeed on a Wisdom saving throw or attack a creature of your choice on its next turn instead of its intended target.
  • Hall of Mirrors. Choose a 20-foot radius area. Until the next initiative count 20, that area is filled with mirrored doubles. Enemies inside must roll a d6 when targeting a creature; on a 1–3, they attack an illusion instead.
  • Curtain Drop. Choose one enemy in the Domain. It must succeed on an Intelligence saving throw or be blinded until the start of your next turn as a shimmering curtain of illusions envelops its vision.

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