Welcome to part 2 of my Illusionist guide! If you haven't watched part 1 yet, you will want to watch that first, the link is down below. In this video I am going to explain how I would make a Rogue-style character that uses spells, like an Arcane Trickster, except I'm going to be much better at using spells, especially illusions without sacrificing my skills. If I was going to play a Rogue-type character, I would choose this over a straight Rogue no question. For Part 1 of this build: ruclips.net/video/fPo0Zv_sIW4/видео.html For Part 3 of this build: ruclips.net/video/cdb6IwUmmA4/видео.html Here's the link to the final build:ddb.ac/characters/17119660/gwcr8y
Seeming is by far one of the most fun spells in the game. Especially when the DM is at least a little liberal in ruling what is and what isn't a proper basic arrangement of limbs. :)
as DM I had a gnome archfey warlock cast Seeming on the party as a joke to make them all appear as zombies. The ones who failed attacking the other PCs for a round amused the little gnome.
I hadn't encountered seeming much and have never been with an illusionist (other DM hates them and I'm the only one that likes wizards). I'm amazed WoTC let such a powerful combo through. 8 hours of identity swapping chaos with no concentration? YES PLEASE!
I think the smarter use of the spell would have been at the onset of infiltrating the castle, making yourselves looking like cleaning staff or something, If you cast it in combat you have to plan that some will make their saves. So lets say you cast it on the enemy, do they realize it? They might or might not. If you guys are separated as groups, I think it might make some confusion but not on the level you described. If the groups were really mixed together I think you need a spell like rary's telepathic bond to pull this off and make a coordinated deception.
@@acm4bass I agree it is definitely a tactic you would need to coordinate with a telepathic bond or something similar, otherwise, how would your party know what is going on either?
If you have the option of taking another feat, I believe Telekenetic is a real good pick. Why? - Int boost of 1 - Mage Hand becomes invisible AND longer range. Fits thematically with the Arcane Trickster. - The telekinetic shove Bonus Action can act as a possible Disengage. Improving your chances of pulling off that Booming Blade dance.
Thanks, this saved my frustration of not having Legerdemain. I could redistribute my starting stats and take this at lvl5 without any drawback due to an odd number stat distribution.
@@ramudon2428 Telekenetic has quickly become a favorite for me. I recently used the shove against a direwolf, after having hit it with Tasha's Mind Whip. It moved up to me the next round and.... that's it :P
@@ramudon2428 In order of most usefulness: - Moving allies around. Free disengage or push them closer to an enemy they might want to threaten. - Pulling allies out of a grapple. Hasn't happened yet, but would FOR SURE make you MVP because they would retain their action. And possibly prevent them from being swallowed. - Moving enemies back into battlefield control spells. Did this to a mutated giant rat recently and it got stuck in my Web spell again. - Moving enemies back so you can GTFO. Did this about 3-4 times so it works. - Pushing or pulling enemies off of or into things (bridges, rivers, lava, slime). Never had this come up yet, which is why its last. The first two are primary because your allies don't need to roll a save, they can just 'go with it' if they choose to. Then against enemies its pretty great because you can just go 'why not?' and try. It doesn't cost you anything to try. You can even push enemies further back into your control spells, making it harder to get out. Keep in mind that you need to see them, so invisible creatures or those that are hidden/obscured can mess with this ability. This is why I have a Bat familiar that is reskinned as a tiny dragon. 60ft Blindsight can sometimes be pretty good at the cost of an action.
Hey quick question at around the 15:34 mark, lets say that you were to take warcaster instead of lucky, would you be able to use a rapier and shield to get a nice +2 AC?? and if you still needed an extra hand, we have that nice mage hand available if we need to drink a potion or something i love this build so much!!! can't wait to see what other builds you've made :]
I wouldn’t say you cannot make your illusion to follow you, as long as it can move. The only rules clarification here (unofficial by Jeremy Crawford) is focused on static, enviromental illusions like hallucinatory terrain and mirage arcane. But you have to use your action to make movable illusion move, it cannot follow you on it’s own. Otherwise your unseen servant would also be unable to move out of the initial range.
Polymorph stays semi effective throughout the game, as it can certainly aid a group member who is near death, once he or she is turned into a giant ape.
Got an interesting question, if i am smaller than 5 feet and i cast the improved minor illusion, would it be posible to make an illusion of myself or maybe a small animal that could make sound?
A bit late to the party, but creatures don't count as objects so probably not. A very lenient DM might let you make a wax copy of yourself or something, though.
This is a pretty squishy build. I don't think you want to be next to people, and if you are you probably would like them to move away (and they probably wont).
Enemies aren’t going to be moving away from the wizard if they get the option. If this were pure rogue? Maybe. But this is a wizard who’s good with a knife. Nobody is gonna move away from that until it’s down
Welcome to part 2 of my Illusionist guide! If you haven't watched part 1 yet, you will want to watch that first, the link is down below. In this video I am going to explain how I would make a Rogue-style character that uses spells, like an Arcane Trickster, except I'm going to be much better at using spells, especially illusions without sacrificing my skills. If I was going to play a Rogue-type character, I would choose this over a straight Rogue no question.
For Part 1 of this build: ruclips.net/video/fPo0Zv_sIW4/видео.html
For Part 3 of this build: ruclips.net/video/cdb6IwUmmA4/видео.html
Here's the link to the final build:ddb.ac/characters/17119660/gwcr8y
Build Summary
5: Wizard 4, ASI Int Con, Toll the Dead, Misty Step*, Invisibility, Absorb Elements*
6: Wizard 5, Hypnotic Pattern*, Leomund’s Tiny Hut
7: Wizard 6, Silent Image*, Major Image
8: Wizard 7, Polymorph*, Greater Invisibility*, Grease(*)
9: WIzard 8, Lucky, Dimension Door*, Arcane Eye
10: Wizard 9, Seeming*, Wall of Force
Seeming is by far one of the most fun spells in the game. Especially when the DM is at least a little liberal in ruling what is and what isn't a proper basic arrangement of limbs. :)
as DM I had a gnome archfey warlock cast Seeming on the party as a joke to make them all appear as zombies. The ones who failed attacking the other PCs for a round amused the little gnome.
I continue to engage with this content.
I would consider using a 2 level hexblade instead for silent image and disguise self.
Hey Trent , love your videos , would have loved to see a straight illusionist character , any chance we can see this in the future.
There's always a chance, but I did so many Wizard builds, I'm going to take a break from Wizard builds for a bit.
@@TreantmonksTemplehow about now?
I hadn't encountered seeming much and have never been with an illusionist (other DM hates them and I'm the only one that likes wizards). I'm amazed WoTC let such a powerful combo through. 8 hours of identity swapping chaos with no concentration? YES PLEASE!
So what I’m hearing is, with the right DM, Seeming is an upgraded Enemies Abound
Now that you mention it...
I think the smarter use of the spell would have been at the onset of infiltrating the castle, making yourselves looking like cleaning staff or something, If you cast it in combat you have to plan that some will make their saves. So lets say you cast it on the enemy, do they realize it? They might or might not. If you guys are separated as groups, I think it might make some confusion but not on the level you described. If the groups were really mixed together I think you need a spell like rary's telepathic bond to pull this off and make a coordinated deception.
@@acm4bass I agree it is definitely a tactic you would need to coordinate with a telepathic bond or something similar, otherwise, how would your party know what is going on either?
That first example with the dm not cooperated could mostly be circumvented with scatter (if that doesn’t work then nothing will)
If you have the option of taking another feat, I believe Telekenetic is a real good pick. Why?
- Int boost of 1
- Mage Hand becomes invisible AND longer range. Fits thematically with the Arcane Trickster.
- The telekinetic shove Bonus Action can act as a possible Disengage. Improving your chances of pulling off that Booming Blade dance.
Thanks, this saved my frustration of not having Legerdemain. I could redistribute my starting stats and take this at lvl5 without any drawback due to an odd number stat distribution.
@@ramudon2428 Telekenetic has quickly become a favorite for me. I recently used the shove against a direwolf, after having hit it with Tasha's Mind Whip. It moved up to me the next round and.... that's it :P
@@futurecaredesign I would love to hear some nice uses for it you've found if you've gleaned some insights with experience?
@@ramudon2428
In order of most usefulness:
- Moving allies around. Free disengage or push them closer to an enemy they might want to threaten.
- Pulling allies out of a grapple. Hasn't happened yet, but would FOR SURE make you MVP because they would retain their action. And possibly prevent them from being swallowed.
- Moving enemies back into battlefield control spells. Did this to a mutated giant rat recently and it got stuck in my Web spell again.
- Moving enemies back so you can GTFO. Did this about 3-4 times so it works.
- Pushing or pulling enemies off of or into things (bridges, rivers, lava, slime). Never had this come up yet, which is why its last.
The first two are primary because your allies don't need to roll a save, they can just 'go with it' if they choose to. Then against enemies its pretty great because you can just go 'why not?' and try. It doesn't cost you anything to try. You can even push enemies further back into your control spells, making it harder to get out.
Keep in mind that you need to see them, so invisible creatures or those that are hidden/obscured can mess with this ability. This is why I have a Bat familiar that is reskinned as a tiny dragon. 60ft Blindsight can sometimes be pretty good at the cost of an action.
Hey quick question at around the 15:34 mark, lets say that you were to take warcaster instead of lucky, would you be able to use a rapier and shield to get a nice +2 AC?? and if you still needed an extra hand, we have that nice mage hand available if we need to drink a potion or something
i love this build so much!!! can't wait to see what other builds you've made :]
What do you think of taking two levels of Warlock to get the Disguise Self at-will and Silent Image at-will invocations for an Illusionist Wizard?
I wouldn’t say you cannot make your illusion to follow you, as long as it can move. The only rules clarification here (unofficial by Jeremy Crawford) is focused on static, enviromental illusions like hallucinatory terrain and mirage arcane. But you have to use your action to make movable illusion move, it cannot follow you on it’s own. Otherwise your unseen servant would also be unable to move out of the initial range.
Polymorph stays semi effective throughout the game, as it can certainly aid a group member who is near death, once he or she is turned into a giant ape.
I think it's better for turning enemies into harmless creatures.
Got an interesting question, if i am smaller than 5 feet and i cast the improved minor illusion, would it be posible to make an illusion of myself or maybe a small animal that could make sound?
A bit late to the party, but creatures don't count as objects so probably not. A very lenient DM might let you make a wax copy of yourself or something, though.
One of the strengths of this build is that you have access to 4th level spells by level 8, rather than lvl 19
One might even consider that the premiere strength...
Treantmonk's Temple
Lack of access to 5th lvl spells for arcane tricksters and eldritch knights is one of the biggest deterrants for me.
Treantmonk's Temple which this build fixes.
Also, i love kenku, and absolutely favor races that offers skills.
Warcaster might have been smart at level 9, to let you get off that booming blade with opportunity attacks.
This is a pretty squishy build. I don't think you want to be next to people, and if you are you probably would like them to move away (and they probably wont).
xdmx That’s fair, but it’s still something you could get use out of, especially with something like greater invisibility.
Enemies aren’t going to be moving away from the wizard if they get the option. If this were pure rogue? Maybe. But this is a wizard who’s good with a knife. Nobody is gonna move away from that until it’s down
KINFIN123 Eh. Usually you’d be right, but you’d be surprised, especially if the party gets clever with its movement.