Bard
Base Class: Bard

Bards of the College of Illusion are experts in magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk.

Your magic is a performing art with which you entertain your audiences using illusions of seemingly impossible feats, or deceive them for your own personal gain.

Illusion Virtuoso

When you join this college at level 3 you learn to make your illusions indistinguishable from reality. Whenever you cast a spell from the Illusion school of magic, you can expend a use of your bardic inspiration using your bonus action. Roll your bardic inspiration die and add the result to the spell DC of the spell cast. You can choose to do so only before a creature uses its action to examine the illusion.

Refined Minor Illusion

Also at 3rd level, when you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Also, you can use a bonus action on the same turn to cast the cantrip a second time.

Stage Double

Beginning at 6th level, you can create an illusory duplicate of yourself infused with shadow magic to make it semi tangible. As an action you create a perfect copy of yourself, that lasts 1 hour, in a space you can see within 30 feet of yourself. It vanishes if it is ever more than 30 feet away from you. 

You can use your bonus action to control your double. You can move it up to 30 feet and use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. It can't attack, activate magic items, or carry more than 10 pounds.

You can use your reaction to swap places with your double or dismiss it.

A creature can discern it is an illusion by using an action to roll an investigation check against your spell DC. Any physical interaction with the duplicate reveals it is an illusion, and it becomes faint to the creature.

Once you use this feature, you can’t use it again until you complete a long rest.

Illusions Incarnate

By 14th level, you have mastered the art of illusions and are able to make them so realistic that they can affect reality, even if only for a short period of time.

When you cast an illusion spell of 1st level or higher, you can choose one element that is part of the illusion and make that element real. You can do this on your turn as a bonus action while the spell is ongoing. For every turn you want that element to remain real, you must expend a spell slot equal to the illusion spell you casted or higher. If the element of the illusion that you bring to life is a creature with CR higher than the level of the illusion spell you casted, in order to keep it alive for a turn you need to spend a spell slot equal to the creature's CR level. While the illusion's element is alive you must maintain concentration and use your action to control it.

 Creatures with truesight can see through the illusion to its true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion and be affected by it.

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