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Masters in the art of manipulating the minds of others, mystifiers are both illusionists and enchanters. The subtle spells they weave alter others’ perception of reality, sow confusion among their opponents, and befuddle their enemies. Even the bravest warriors fear these wizards, capable of getting into their heads and making them see things the way they wish them to, instead of how they truly are. Such magic has the potential of depriving a creature of its senses and willpower, making it a very fearsome weapon, particularly in the hands of a cold-blooded, amoral manipulator.

This arcane tradition is usually associated with deception and sorcery, to the extent that teaching it is forbidden in certain regions. Mystifiers are often renegades or unrepentant enchanters who only serve their own interests. Of course, there are exceptions, and some mystifiers are well-intentioned beings who use their powers in the service of the common good.

Silver Tongue

At 2nd level, you gain proficiency with the Deception skill. If you were already proficient in this skill, your proficiency bonus is doubled for any ability check you make that uses it.

Magical Misdirection

Starting at 2nd level, through a combination of illusion and mental suggestion, you can drive a creature to make a tactical blunder. As an action, you can target a creature that you can see within 60 feet. The creature must make a Wisdom saving throw. If it fails, at the start of its next turn, before it takes any other action, the creature must move up to its speed to a location of your choice. The movement cannot be fatal (for example, you cannot drive the creature to run off a cliff), but it can result in opportunity attacks. At the end of this forced movement, the creature can spend the rest of its turn normally and move wherever it wants (provided it has any movement left).

This feature cannot affect creatures that cannot be charmed or are immune to psychic damage.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Superior Enchantments

Beginning at 6th level, when you prepare your spells after you finish a long rest, you can select one enchantment or illusion spell for each spell level you have spell slots in. Until you finish a long rest, you apply your proficiency bonus twice for the calculation of the selected spells’ save DC. This also applies to the DC of Intelligence (Investigation) checks related to the chosen spells, if applicable.

Wary Mind

Starting at 10th level, your mastery of enchantments and illusions protects you against those who would use these same tricks against you. You have advantage on saving throws against spells and magical effects of the enchantment and illusion schools, as well as on Intelligence (Investigation) checks to identify illusions.

Imaginary Ally

Beginning at 14th level, you can create an illusion capable of protecting you. When a creature makes a melee attack against you, you can use your reaction to create an illusion of a humanoid warrior (its exact appearance is at your discretion) who appears out of nowhere and joins the fight. The targeted creature must make an Intelligence saving throw. If it fails, it believes the illusion is real and its attack fails automatically, deflected by the intervention of your imaginary ally.

Your imaginary ally lasts a number of rounds equal to 1 + your Intelligence modifier. For the duration of the imaginary ally, the targeted creature has disadvantage on attack rolls against you. As a bonus action on your turn, you can direct the imaginary ally to attack the targeted creature (and only this creature). The imaginary ally can only move toward the targeted creature (it has a speed of 30 feet) and make one melee attack against it, which is resolved as you making a spell attack dealing 1d8 + your Intelligence modifier psychic damage.

Only the targeted creature can see the imaginary ally. It cannot be destroyed, except by spells and abilities that dispel or cancel magic.

Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp