Base Class: Wizard
improved school of illusions
Illusion Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
Doppelgänger
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
You also learn an additional way to use your illusions. As an action, you create a illusionary clone of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 60 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.
You can summon the clone an amount of times equal to your proficiency modifier per long rest.
Shadow Dash
Beginning at 6th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to dive away, and leave an illusory duplicate in your place. The attack automatically misses you, and you move 10ft without provoking opportunity attacks. The duplicate disappears afterwards.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Illusory Reality
By 10th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can’t deal damage or otherwise directly harm anyone.
Chronal Mirage
At 14th level, as a reaction after rolling initiative but before the first turn of combat, you can encase the entire battefield in a temporal illusion, reversing the speeds of all who are within. During this time, creatures with a lower initiative act before creatures with a higher initiative, essentially flipping the turn order. This effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). If you lose concentration, the effect will persist until the end of that round, after which the turn order will function as normal.
Previous Versions
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Coming Soon
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