Bard
Base Class: Bard

Illusion Virtuoso

When you join this college at level 3 you learn to make your illusions indistinguishable from reality. Whenever you cast a spell from the Illusion school of magic, you can expend a use of your bardic inspiration using your bonus action. Roll your bardic inspiration die and add the result to the spell DC of the spell cast. You can choose to do so only before a creature uses its action to examine the illusion.

Shadow Hands

At 3rd Level your shadow acts as a second pair of hands and can attempt a grapple on an opponent with advantage. Your shadow can reach creatures within a 5 ft radius of you, 10 ft at 7th level and 15 ft at 10th level. 

The creature can escape if they roll as STR save of DC 16 or higher. 

 

Stage Double

Beginning at 6th level, you can create an illusory duplicate of yourself infused with shadow magic to make it semi tangible. As an action you create a perfect copy of yourself, that lasts 1 hour, in a space you can see within 30 feet of yourself. It vanishes if it is ever more than 30 feet away from you. 

You can use your bonus action to control your double. You can move it up to 30 feet and use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. It can't attack, activate magic items, or carry more than 10 pounds.

You can use your reaction to swap places with your double or dismiss it.

A creature can discern it is an illusion by using an action to roll an investigation check against your spell DC. Any physical interaction with the duplicate reveals it is an illusion, and it becomes faint to the creature.

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

Shadow Surge

Twice per long rest you can seize control of all shadows in the area and cause them to turn into needle spikes striking any enemies in a 30 ft range. The spikes deal 2d4 piercing damage per spike with a max of 30 spikes. If there is a clear path at least 1 inch wide between you and the creature, even around obstacles and cover, the target takes damage.

Roll 3d10 to determine the number of spikes. 

Illusion Virtuoso

 

When you join this college at level 3 you learn to make your illusions indistinguishable from reality. Whenever you cast a spell from the Illusion school of magic, you can expend a use of your bardic inspiration using your bonus action. Roll your bardic inspiration die and add the result to the spell DC of the spell cast. You can choose to do so only before a creature uses its action to examine the illusion.

Shadow Hands

 

At 3rd Level your shadow acts as a second pair of hands and can attempt a grapple on an opponent with advantage. Your shadow can reach creatures within a 5 ft radius of you, 10 ft at 7th level and 15 ft at 10th level. 

The creature can escape if they roll as STR save of DC 16 or higher. 

Stage Double

 

Beginning at 6th level, you can create an illusory duplicate of yourself infused with shadow magic to make it semi tangible. As an action you create a perfect copy of yourself, that lasts 1 hour, in a space you can see within 30 feet of yourself. It vanishes if it is ever more than 30 feet away from you. 

You can use your bonus action to control your double. You can move it up to 30 feet and use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial or attack. On a successul attack it deals 1d4 damage at 6th level, 2d4 at 9th level, 2d6 at 12th level and 4d6 at 17th level.

You can use your reaction to swap places with your double or dismiss it.

A creature can discern it is an illusion by using an action to roll an investigation check against your spell DC. Any physical interaction with the duplicate reveals it is an illusion, and it becomes faint to the creature.

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

Shadow Surge

Twice per long rest you can seize control of all shadows in the area and cause them to turn into needle spikes striking any enemies in a 30 ft range. The spikes deal 2d4 piercing damage per spike with a max of 30 spikes. If there is a clear path at least 1 inch wide between you and the creature, even around obstacles and cover, the target takes damage.

Roll 3d10 to determine the number of spikes. 

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