Illusionist

A human illusionist

By using a special hard-light implant, mesmers can use their will power to confuse their enemies and protect their allies. Illusionists provide an unorthodox approach to tanking for their allies, and may support their team with great utility options.

## Features

### Illusionist Implant

You gain proficiency in *light armor*, *handguns* and one *melee weapon*. You gain proficiency in *Sleight of hand* and *Performance*.  Also pick one of the following secondary skills: *music, art or gaming* in which you gain proficiency.

Additionally, you gain the two following abilities:

> ***Broken Light***- You gain 1 additional hit point per Illusionist feature picked.
>
>

> ***Illusion Implant***- You gain an implant that allows you to project your will into being, this does not count for your implant maximum.
>
>

### Mirage Trick

You have mastered a defensive trick that all mesmers should know.  You gain the following ability:

> ***Mirage*** - Using your Illusion Implant, you can now use the following Trick:
>
>
> * ***Mirage*** (3AP, 1 Mesmer Charge, Concentration 1 minute) - You are surrounded by broken light, shades and mirages of yourself, making yourself hard to hit. While active, any creature attempting to attack you must make a Wisdom saving throw. If below your Mesmer DC, the attack misses as they hit a spectral mirage of you instead.
>
>
>

### Now You See Us….

… And now you don’t! Your list of Tricks is expended with:

> ***Now you see us…*** (3AP, 2 Mesmer Charges) Your cover a sphere of 15 ft around you in glittering smoke. All creatures within this area become Invisible for 1 minute. This invisibility breaks if they do any attacks or use any features actively.
>
>

### Parlor Tricks

Your light shows are the life of every party! You gain the following ability:

> ***Parlor Tricks*** -You expand your list of Tricks with some basic parlor Tricks:
>
>
> * ***Project Image*** (3AP, 1 Mesmer Charge, Concentration 1 hour) - A perfect hard light copy of you appears at an unoccupied location within 60ft that you can see.  This copy is ethereal, and cannot interact with creatures or objects but may be used as a distraction. Using 4AP on your turn, you may control this copy and make it do anything you wish. You must maintain line-of-sight with the copy at all times, or the copy will instantly disintegrate. The same happens if concentration is broken.
> * ***Fear*** (3AP, 2 Mesmer Charge) - You create illusions of terrifying creatures around yourself. All hostile creatures that can see you within 15ft must instantly succeed a Wisdom saving throw to your Mesmer DC or be affected by the Frightened condition for 1 minute.
> * ***Disguise Self*** (3AP, 1 Mesmer Charge, Concentration 1 hour) - You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you. The changes wrought by this effect fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your Appearance and must succeed on an Intelligence (Investigation) check against your Mesmer DC.
>
>
>

### Got You!

A master of deception! You gain the following ability:

> **Got You!** - Once per long-rest, when you drop to 0 hit points, your corpse breaks into a thousand rays of broken light, revealing itself to have been an illusion all along! You then reappear with 1 hit point anywhere within 30ft of your choice.
>
>

### Confuse

You are able to literally make people lose their sense of reality. You gain the following ability:

Confuse You may expend your learnable Trick list with the following:

> **Confuse** (3AP, 2 Mesmer Charges, Concentration 1 minute)- This effect assaults and twists creatures' minds, spawning delusions and provoking uncontrolled Actions. Each creature in a 10-foot-radius Sphere centered on a point you choose within 30ft range must succeed on a Wisdom saving throw when you cast this Trick or be affected by it.
>
>
> An affected target can't take Reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn:
>
>
> **1** - The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
>
>
> **2-6** - The creature doesn't move or take Actions this turn.
>
>
> **7-8** - The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
>
>
> **9-10** - The creature can act and move normally.
>
>
>
> At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this Effect ends for that target.
>
>