Rogue
Base Class: Rogue

“I’m telling you, I was seeing double! One moment he was right next to me, the next; two of ‘em, blades at me throat!”

The backstories of the Mirage Rogues are long and varied. Perhaps they made an infernal pact, selling their soul for greater power, only for their soul to return in a myriad fragments, a twisted mockery. Or perhaps they acquired this power through dalliances with the Faen court, dancing through the mirrored glades. Only the rogue in question knows how they came to possess their Phantasms, and they’re not telling.

In combat, a Mirage is literally in multiple places at once, forcing their foes to choose their targets wisely, and punishing them when they choose wrong.

Manifest Phantasm

At 3rd level, you can use a bonus action to magically manifest a Phantasm of yourself in an unoccupied space you have previously occupied. This Phantasm is a magical illusionary image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another Phantasm over your limit, or until you're incapacitated. Your Phantasm has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the Phantasm to move up to 60 feet in any direction (no action required). If your Phantasm is ever more than 120 feet from you it is destroyed. As a bonus action, you can teleport to one of your Phantasms magically swapping positions with it so long as it is within 60ft of you. When you take the Attack action on your turn, any attack you make with that action can originate from your space or one of the Phantasms space. You make this choice for each attack. As an action, the creature may make an investigation check, with a DC equal to 8+Dexterity+Proficiency if the creature's passive investigation score is higher than the DC they see the Phantasm as a foggy ethereal entity. You may have 1 Phantasm present starting at level 3. The number of Phantasms you can have present increases by 1 at levels 9 and 17 of this class. If you attempt to create a Phantasm when you already have your maximum allotment, destroy one of them.

Mirror Dance

Your Phantasms count as allies for the purposes of generating sneak attack.

Deceiving Falsehood

The phantasms can now interact with corporeal objects and use tools as if it were real. Simple tasks can be performed by your Phantasms that do not include use of weaponry or magical items. (refer to Unseen Servant and Mage Hand.)

Uncanny Trickery

At 13th level, even when an enemy is certain they destroyed the correct Phantasm, they learn that you were one step ahead. As a reaction to taking damage, you may swap places with a Phantasm. The Phantasm takes the damage in your place. You may use this ability a number of times equal to half your proficiency bonus rounded down, refreshing on a long rest.

Flickering Phantasm

Whenever you swap positions with a Phantasm you become invisible for one minute at the same time as an Phantasm appears where you are standing this Phantasm is indistinguishable from the real you. The invisibility ends if you attack or cast a spell. (If you already have your maximum Phantasm summoned one of them is dispelled, you get to choose which one), when the invisibility ends all creatures within 5ft roll an investigation check to discern that this is a Phantasm, upon a failure they treat it the same as before. As part of your action you are able to move your Phantasm up 60ft and make it gesture, speak, interact with objects and behave in whatever way you choose until your invisibility ends. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Hostile creatures have disadvantage on attack rolls against you when your Phantasm is within 5ft of them. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

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