Base Class: Wizard
Seems like someone took a wrong turn and landed themself at the wrong school for magic. No matter, as the magicians that weave spells are no match for the magician that weaves the people's perceptions. Going through this school, you've learned the ins and outs of stage magic and how to trick audiences with simple hand motions, and you're ready to take it out on the road.
Magic Card
At 6th level, you gain the ability to charge cards with spells and fling the cards to cast them. During a short or long rest, you can imbue a card in your deck to contain a spell with a level no higher than one-third your wizard levels rounded down, at no cost. If you don't use this card before your next rest, it disintegrates, not being able to contain the magic.
Imbued Deck
Beginning when you select this school at 2nd level, instead of copying spells into your spellbook, you can imbue them onto your deck of cards. You can also use your deck of cards as a spellcasting focus.
Now You See Me...
Beginning at 2nd level, you're show work has given you enough experience to distract and mislead foes. When you cast an Illusion or Enchantment spell, as a Bonus action you can take the Dash, Disengage, or Dodge Action.
Escape Artist
Starting at 6th level, you gain advantage on all checks to avoid the Grappled, Prone, and Restrained conditions and any other checks used to impede your movement.
Is This Your Card?
Beginning at 10th level, as a Bonus action, you can swap the items in your hand with an item in an enemies hand that you can see within 90ft. The creature must make an Intelligence Saving throw and on a failure you successfully swap items.
Now You Don't
Starting at 14th level, When you cast an Illusion or Enchantment spell, you can use your reaction to become invisible. This effect lasts until the end of your next turn and can't be broken by attacking or casting spells. You can use this feature a number of times equal to your Intelligence Modifier+ your Proficiency Bonus.
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