Loki, The Great Discerptor† (Low-key)

God of Illusion and Trickery   Mortal form: Changeling, nb. Always changes their form to be identical to who they're speaking to, or any form they want.   Dragon form: Emerald Dragon   Equivalent Oracle: Ergeaux Lyon, The Oracle of Illusion   Born of Mystra, God of Magic   Loyal to the Betrayer Gods , but mostly themselves.   Status: Dead Location: Killed by Ergeaux Lyon, The Oracle of Illusion during the battle of Sunfall.   Show Revelations
Seeing Double, Triple?! - Level 2
You gain the Manifest Echo ability from the Fighter classes' Echo Knight subclass. At 5th Level, you gain the Unleash Incarnation ability. At 10th Level, you gain the Shadow Martyr ability. At 15th Level, you gain the Reclaim Potential ability. At 20th Level, you gain the Legion of One ability.   Manifest Echo

Manifest Echo (Oracle)

Oracle of Illusion

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.   Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.  

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

 

Unleash Incarnation

Unleash Incarnation (Oracle)

Oracle of Illusion

You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Shadow Martyr

Shadow Martyr (Oracle)

Oracle of Illusion

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.   Once you use this feature, you can't use it again until you finish a short or long rest.

Reclaim Potential

Reclaim Potential (Oracle)

Oracle of Illusion

You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Legion of One

Legion of One (Oracle)

Oracle of Illusion

You can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.   In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Now You Don't - Level 4
You can turn invisible at will a number of times equal to your proficiency bonus per long rest.
Genjutsu Prowess - Level 6
All creatures within 30ft of you or one of your echoes have disadvantage on saving throws against your illusion spells.
The Sixth Path - Level 8
As a bonus action, you can swap places with any target within 30ft as part of your turn. Alternatively, you may use this ability as a reaction to swap the places of any two targets within range, causing any attack that would hit one to instead hit the other. You may use this ability a number of times equal to your proficiency bonus per short rest. At 14th Level, the range of this ability increases to 60ft. At 20th Level, the range increases to 120ft.
The Edge of What Is and What Isn't - Level 10
You gain Truesight with a range of 60ft. Additionally, you become resistant to your damage type. Consult the Oracle Powers and Damage Types table to determine the damage type. At 15th level, you become immune. At 20th level, you absorb your damage type.
Can't Touch This - Level 12
You gain the effects of the Mirror Image spell at the completion of a long rest. Once the duplicates are destroyed, they cannot be resummoned without casting the spell again.   Mirror Image

Mirror Image

2-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Minute
Components V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)
Illusory Reality - Level 14
You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
Imposter - Level 16
You gain the ability to create an exact replica of a creature that behaves just as the original would, that you or the targeted creature can see through at will. You may have up to five of these active at a time. These copies act as if they were created by the Clone spell, but can be controlled by you or the targeted creature.   Clone
Illusory Self - Level 18
You gain one Legendary Resistance to use at will.
Echoing Presence - Level 20
You gain an additional Echo for your Manifest Echo ability. Your AC increases by one for every Echo you have manifested. Additionally, your Unleash Incarnation ability can now be used an unlimited number of times per rest.
 
God Abilities

Final Revelation of Illusion - Discerptor

At 20th level, you become an avatar of your element, gaining the ability to assume the form of trickery and lies itself - The Discerptor. As an action, you can become an avatar of Illusion. For 1 minute, you gain all of the abilities of the Trickster ability, as well as the following benefits:
  • a) You reset your uses of the Sixth Path Revelation.
  • b) The first time you reach zero hit points while in this form, you heal 1HP and remain conscious.
  • c) Gain immunity to all nonmagical weapon attacks and resistance to spell attacks.
  • d) You gain the ability to cast any spell related to your element without expending a spell slot once.
Once you use this feature, you can’t use it again until you finish a long rest.

Ascension - The Betrayer

The ultimate feature of the Oracle, Godhood. Upon the death or dethroning of their associated God, the Oracle of Illusion ascends, gaining several new abilities:  
Ascension is the pinnacle of power that an Oracle can attain. By dethroning or killing the God of their chosen Element, the Oracle assumes their place in the pantheon, becoming a God themselves, gaining unimaginable power in the process. An Ascendant Oracle is something to be in awe of, and something to be feared.

Divine Durability

You gain one additional Legendary Resistance.

Divine Speed

You gain an additional action per turn.

Divine Resistance

You gain advantage on saving throws against all magical effects.

Divine Power

You gain additional 8th and 9th level spell slots, or an additional 24 spell points.

Divine Deception

As an action, choose a target that you can see and place them under the effects of unparalleled illusion, creating an entire new reality in their mind and giving you complete control over them. The target must make an Intelligence Saving Throw against your Spell Save DC or fall into your grasp. Targets do not realize they are under the effects of this spell. This illusion cannot be dispelled without the use of the Wish spell. You may have up to three targets affected at a time.

Divine Providence - Copy

As an action, you may copy a Revelation from another Oracle's Element as long as you have touched that Oracle within the last day. Ingesting blood, flesh, or absorbing the Aether from an Oracle makes this effect permanent. You may only have one copied Revelation active at a time. You may switch your affected Revelation as a bonus action after the initial casting.

Divine Domain - Pure Imagination

Once per day, invoke the pinnacle of your power as the God of Illusion. By presenting the hand sign and expending one half of your current hit points, you gain the ability to extend a 50ft radius sphere of the Astral Sea into the material plane. The sphere is centered on you and moves with you. While within your Domain, all creatures gain the ability to manifest anything they can imagine. Creatures may name a magic item to gain it's effect, or will an object into existence. The possibilities are endless. Alternatively, targets may use their own domain to counter this, rendering both void.
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