Bard
Base Class: Bard

Envoys of the College of Dreams wield illusion as mask and marionette. They play many roles within a production; shaping sound, creating effects, moving scenery and and silhouette alike-- sometimes orchestrating entire dramas single-handedly. The same talents they hold for entertainment serve well for misdirection and subterfuge, allowing them to pull off acts in hostile territory often without their enemies knowing they were ever there.

Other practitioners of magic regard Illusion as closely tied to the plane of shadows. The College of Dreams' agents tap into the realm of thought and dream itself. Their illusions take on a different quality, made from the stuff of the astral plane. Envoys tend to be idealists and dreamers themselves; their ability to make evanescent change in the world leads them to believe they can more permanently shape it for the better. Belief is sovereign in the astral plane, and with time an Envoy believes strongly enough to bend reality itself.

Illusive Figments

When you join the College of Dreams at 3rd level, illusion and misdirection becomes second nature.  

You know Disguise Self and Silent Image, and once per short or long rest you can cast one of these spells without expending a spell slot.  

As a reaction, when a creature attacks or interacts with an illusion you can control, you make it appear to have avoided the attempt. The creature can still determine the image is an illusion with a successful Intelligence (Investigation) or Wisdom (Perception) check. 

Inspired Dream

At 3rd level, your ability for performance and inspiration gives the figments you shape a life of their own.   

When you first cast an illusion spell, and any time you could direct an illusion with your action, it may grant a Distraction to a creature within 10 feet of it. When you use your Bardic Inspiration feature, you can direct an illusion you control as part of the same bonus action, otherwise following it's spell's parameters.  

Distraction: When a creature is provided a Distraction, the next attack made against that creature has disadvantage, or that creature's next attack has advantage; whichever happens first. A Distraction ends if not used by the end of your next turn. 

Dreamshaper

At 6th level, you can make your images Lucid; blurring the veil between reality and dream. By expending a Distraction, you can grant your illusions one of the following traits (this feature can only be applied to illusions you can direct with an action, and you may only have one Lucid image at any time):  

Lucid Entity. An illusion can act as a tangible creature until the end of your next turn. It may perform a single action this round that would not directly deal damage. You may expend another Distraction to grant the Lucid Entity advantage on its next ability check. It has ability modifiers equal to its spell level, AC equal to your spell save DC, and is immune to all conditions except for grappled and restrained.
If the Lucid Entity takes damage you must succeed a concentration save as if you were struck, or the illusion ends. Additional hits before your next turn raise the DC by 5 each, and you may split damage with the Lucid Entity to lower the DC. 
 

Lucid Object.  An illusory object can be handled as if real until the end of your next turn. It appears appropriately hard or heavy, and attempts to discern it as an illusion are made at disadvantage. Its AC is equal to your spell save DC (or less, at your discretion), and if it would deal or be dealt damage it instead believably breaks, and the illusion disappears at the start of your next turn.  
Illusions heavy or large enough to impede movement must be made an Entity or Phenomenon, instead. 

Lucid Phenomenon. An illusion is made exceptionally sensate, and its area of effect becomes difficult terrain until the end of your next turn. The next creature that enters it has disadvantage on the first dice roll it makes before the end of your next turn. You may affect additional creatures this way per Distraction expended to do so. This effect is superseded by Distraction.
The image shifts to believably accommodate, and thereby not affect any creatures you choose. 

Creatures which have discerned your illusions as false can ignore their effects, but must treat Lucid illusions as difficult terrain. A creature which perceives a Lucid image being proven false has advantage on checks involving that illusion. 

Enduring Visions

Beginning at 14th level, you make the act of weaving illusion appear effortless. Any time you perform an action, you can direct an illusion you control as part of that same action. If you use your action to direct an illusion it can grant an extra Distraction.
You can forego concentration on an illusion spell you've cast for one minute by expending a Distraction (concentration saves must still be made when your Lucid Entity takes damage). If you lose consciousness, an illusion you control may act once as if directed on your turn before fading away.  

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