Base Class: Wizard
The School of Phantasm has perfected the art of combative illusionary tactics and advanced illusionary magic beyond what was taught by the School of Illusion. These are not mere tricks of the senses but dangerous manifestations of phantasmal energies. An evasive front line fighter, a Phantasmic Wizard dances through the battlefield calling upon their phantasms to confound and disrupt the flow of battle.
Phantasm Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the Deception tag into your spellbook is halved.
Additionally, you gain proficiency in any one sword of your choice.
Applicable Weapons: Greatsword, Longsword, Rapier, Scimitar, Shortsword.
Shattering Phantasm
Starting at 2nd level, when you cast an illusion spell that creates one or more illusions that have a duration of 1 minute or longer you may create a phantasm instead with the same properties, requirements, and limitations as the illusion. If you do, you must choose a damage type and all your phantasms now use that damage type when shattered. You can use your action to shatter one or more phantasms you can see.
When a phantasm is shattered the illusion is immediately destroyed and each creature* other than you within 5ft of the illusion must make an Intelligence saving throw, taking 1d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
All phantasms immediately shatter if you are incapacitated. You can also dismiss a phantasm without shattering it any time you choose (no action required).
* - A creature is unaffected by shattering damage if it isn't capable of sensing the phantasm through sight, sound, smell, or touch. The creature does not have to have sensed the phantasm but must be capable of sensing it. For example, a rock image created by Minor Illusion cannot cause shatter damage to a blind bat flying above it. However, a rock created with Major Image that has audible and tactile properties will cause shatter damage to a blind bat flying above even if it hasn't yet sensed the illusion below it.
Spontaneous Phantasm
Beginning at 6th level, you learn the mirror image spell. If you already know this spell, you learn a different wizard 2nd level or lower spell of your choice. The spell doesn’t count against your number of spells known.
Additionally, you can attack twice, instead of once, whenever you take the Attack action on your turn.
On a successful hit that deals damage, you may use your bonus action to cast Mirror Image.
Transposing Phantasm
Beginning at 10th level, you can channel between illusions created by mirror image, as an almost instinctual reaction to danger. When a creature makes an attack roll against you, and you have an existing mirror image duplicate you can use your reaction to interpose the image between the attacker and yourself. The attack automatically misses you, then the phantasm shatters.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Empowered Phantasm
By 14th level, you have learned the secrets of using your phantasms in battle. When your phantasms shatter you may use your reaction to expend one spell slot to empower them, increasing all shattering phantasms damage equal to the spell slot's level.
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