Wizard
Base Class: Wizard

Though obscure and niche, the art of duplication is one that magical practitioners and mundane ones alike desperately chase after. You focus your studies on dazzling duplications of one self to tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real an some time real enough to punch you in the face. Some illusionists dream of such power... use it well... I mean in a not so well sense...

-- A alternative to school of illusion that is intended for a fey theme setup where illusion is common --

Improved Minor Illusion

When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

Duplication Creation

Starting at 2nd level, you've learned the basics of creating duplicates and the forging of a magical link to them.

As an action, you create a duplicate of yourself that lasts for 1 minute. The duplicate appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can command the duplicate to move up to your movement speed. The duplicate can make an item interaction or caste a cantrip you know as a part of this same action. The cantrip casted is calculated as if it was cast by a wizard of level 4 or lower. The duplicates are, unfortunately, imperfect, as they don't share any knowledge you have, and they need to be directed almost constantly.
For the duration, you can use your duplicate's senses and cast spells as though you were in the illusion's space, though you are deaf and blind with regard to your own senses. You and your duplicate can speak with each other telepathically, as long as you're within 100 feet. The duplicate is identical to you in every way, except that if it takes any damage,  it immediately dissolves. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.

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