Level
Cantrip
Casting Time
1 Reaction
Range/Area
Self
Components
S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

You possess a deceptive knack for misdirection, allowing you to slip away when things get dire or when you secure a kill. You gain the following benefits:

Counterfeit Escape (Below Half Health)
The first time your hit points drop below half of your maximum hit points during a combat encounter, you instantly become invisible until the start of your next turn, or until you make an attack or cast a spell.
* Simultaneously, you leave behind an illusory clone in your exact space. The first attack made against this clone automatically misses as it passes through the illusion, causing the clone to dissipate.
* Once this feature triggers, it cannot do so again until you finish a short or long rest.

Phantom Finish (On a Knockout)
Whenever you land the final blow that reduces a hostile creature to 0 hit points, your form blurs and vanishes.
* You become invisible for exactly 1 round (until the end of your next turn).
* This invisibility is flawed. Any active lighting effects, glowing runes, or weapon enchantments (like a Flame Tongue or Light spell) remain fully visible, revealing your general location.
* This invisibility cannot be cancelled early, grants no bonus speed, and does not work against mindless monsters (like zombies or constructs), who can still sense your presence.
* This feature has a cooldown of 1 round and cannot re-trigger while you are already invisible from it.

Available For: Wizard - Evoker Wizard - Illusionist

BrotherOfWarpGamer

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