Bard
Base Class: Bard

you are vary skilled at illusion and can trick Enemies. Additionally you understand how to how Illusions work and can tell when some one is trying to trick you.

Illusion of knowledge

Illusion spells of first and second level don't use a spell slot.

Illusions

At 1st level, you gain the ability to weave the fabric of reality by tapping into your magic. As an action or bonus action, you can create an identical illusion of yourself in an unoccupied space that you can see within 15 feet of you. These illusions have an AC of 10 and 1 Hit Point. They also gain a +1 bonus to all saving throws and do not act on their own, as they move at your will once summoned. The numbers of active illusions you can have at once, increases to 2 at Level 3, 3 at Level 5, 4 at Level 7, 5 at Level 9, 6 at level 11, 7 at level 13 and 8 at level 17.

Creating another illusion when you are at capacity will destroy an illusion of your choice. Illusions are automatically destroyed when they are further than 60 feet away from you.

 

misdirect

When you are within 5 feet of one of your illusions and you are attacked by a creature, they are confused and can't tell which one is the real you. The attacking creature gains disadvantage on their attack roll against you as a result of their confusion. You may also expend your reaction, and gain +2 to the damage of your next attack, so long as there is a minimum of one illusion within 30 feet of you. You can use this ability (the reaction expending one, disadvantage via confusion requires no reactions) 1 + your Charisma mod amount of times, and these charges can be regained after a short or long rest. A long rest regains all expended charges, and a short rest regains half (rounded down).

Alacrity

At 7th level, you catch the first glimpses of time manipulation. You now have advantage to slows effects. In addition to this, you can spend an action to destroy any active illusions (minimum of 1) to use your hit die to heal in combat or out of combat, the number of hit die you can use is the number of illusions destroyed. You must finish a long rest before using this feature again.

Improved Illusions

 

At the 6th level, the Deceiver learns to create stronger versions of their Illusion, you can summon them up to 30 feet and have a +2 to saving throws, and +1 plus bonus to damage rolls for each Illusion up and the deceiver may now be within 25 ft. to receive this bonus. As a bonus action, you can have your Illusions attack, as if they were you, but deal half damage. Once per turn when the Deceiver gets hit, the Deceiver can summon an illusion next to him/her.

 

life experience

 

Upon reaching the 11th level, and again at the 17th level, the deceiver gains proficiency in 1 skills of his choice and an additional tool proficiency of his choice. The 2nd time this feature is used, the deceiver chooses between gaining proficiency in 1 skills or gaining a tool proficiency.

 

 

time warp

 

 

Starting at the 15th level, the deceiver gains the ability to bend time to him and his allies’ advantage. As an action, he can manifest a Time Warp effect which creates 15 feet radius by 20 feet high cylinder in a point within 30 feet of him. Upon entering the zone, or on the start of its turn, a creature you consider enemy in the zone is affected by the effects of the spell Slow (he can attempt to resist it normally). All creature you consider allied targets that enters the zone or start their turn in the zone gains the benefits of the Haste spell. These effects last for as long as the affected targets are within the zone’s effect or until the effect ends. The effect lasts for 1 minute or until the deceiver loses concentration as if he were concentrating on a spell. The deceiver must finish a long rest before he can use this ability again.the deceiver can not summon out illusions while concentring on this ability and any illusions that were summoned beforehand are gone

 

 

ether renewal

Ether Renewal

At 17th level, the deceiver gains the ability to tap further into his emotions and persona, granting him further powers he would otherwise not be able to pull off. When rolling for initiative, the deceiver can activate this ability to count as finishing a short rest (allowing him to recover abilities and spend hit dices accordingly) and recover a number of levels of spell slots equal to twice his charisma modifier. He must finish a short rest before using this feature again.

 

Understanding of Illusion

At 3rd level you gain the Ability to use 3rd level illusion spells 

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