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Video Description: 🧙 D&D 2024 Wizard - Illusionist Subclass Review 🧙 Master of deception and manipulation, the Illusionist Wizard returns in the D&D 2024 Player's Handbook. We explore every ability from level 3 to 14. Stick around for a full breakdown and our final tier ranking—let’s see if the Illusionist holds up! Timestamps: 0:00 - 0:09: Introduction: Should you choose the Illusionist subclass? 0:09 - 1:01: Level 3: Illusion Savant & Improved Illusions 1:01 - 1:52: Level 6: Phantasmal Creatures 1:52 - 2:58: Level 10: Illusory Self 2:58 - 3:47: Level 14: Illusory Reality 3:47 - 4:30: General Thoughts and Tier Ranking for the Illusionist Subclass 4:30 - 7:07: Outro and Channel Support Key Abilities: Level 3: Illusion Savant & Improved Illusions (0:09 - 1:01) Illusion Savant: You get to choose two illusion spells (up to level 2) to add to your spellbook for free. For every new spell slot level you gain, you can add another illusion spell for free. This keeps your spellbook stacked with illusion spells without costing any additional resources. Improved Illusions: This feature lets you cast illusion spells without verbal components, giving your spells more subtlety. Additionally, the range of any illusion spell that has a range of 10 feet or more is increased to 60 feet. You also gain the Minor Illusion cantrip and can create both sound and image with one casting—potentially very useful for creative misdirection in both combat and roleplay. The bonus action casting of Minor Illusion opens up additional tactical possibilities. Level 6: Phantasmal Creatures (1:01 - 1:52) Phantasmal Creatures: You always have Summon Beast and Summon Fey prepared. When casting either, you can change the spell’s school to illusion, making the summoned creatures appear spectral. The illusion version of the spell can be cast once per long rest without expending a spell slot, but the summoned creatures have halved hit points. This offers a spooky, ghostly theme, but since summoned creatures often serve as frontline damage absorbers, halved hit points limit their effectiveness in combat. However, the spell slot-free casting is a notable benefit, giving you flexibility in casting without draining resources. Level 10: Illusory Self (1:52 - 2:58) Illusory Self: One of the best features of the subclass—when a creature makes an attack roll against you, you can use your reaction to conjure an illusionary duplicate, causing the attack to automatically miss. The illusion dissipates afterward, and this ability can be used again after a short rest or by expending a level 2 or higher spell slot. This offers a powerful defensive tool, letting you completely negate an attack. At higher levels, you may have plenty of low-level spell slots to spare, keeping this ability active often and protecting your relatively squishy Wizard from harm. Level 14: Illusory Reality (2:58 - 3:47) Illusory Reality: You can make one inanimate, non-magical object created by your illusion spells real for one minute. The object can’t deal damage or impose conditions, but it can be physically interacted with. This could be used to create things like bridges, ladders, or barriers in an instant, depending on the situation. While the ability is thematically interesting, it’s highly situational and relies heavily on player creativity. In certain scenarios, it could provide brilliant utility for exploration or puzzle-solving but lacks direct combat impact. General Thoughts & Tier Ranking (3:47 - 4:30) The Illusionist subclass has a lot of flavor and thematic cohesion, offering players the ability to manipulate reality in creative and subtle ways. The early abilities like Improved Illusions and Illusory Self give strong options for deception and defense, making them stand out in combat. However, later abilities like Illusory Reality lean more into roleplay and require a lot of imagination to fully utilize Join this channel to get access to perks: / @greenandgarb