Wizard
Base Class: Wizard

School of Envision

2nd Level Abilities:
Illusion Savant
When you choose this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spell book is halved.

Discretion
Starting at 2nd level you may add your intelligence modifier to any deception, persuasion, sleight of hand, or stealth roll.

6th Level Abilities:
Step of Puzzlement
At 6th level on a reaction you can create an illusionary you in the space you were just in and teleport 30ft in any direction, turning invisible while doing so. The illusion stays in place for a round or until it is disturbed by anything, that being an attack or magical ability. Your invisibility lasts until the end of your next turn or if you cast a spell.
Additionally, as an action you may create a pocket dimension that is a cube, 6ft by 6ft by 6ft, with an entrance that you and those you designate can see. This entrance is a tear in reality and those with detect magic or any visual abilities to see magic can see the tear that is the entrance. This cube lasts for 12 hours or until it is dismissed as an action. Any times inside the cube stay inside the cube, but if a dispel magic spell is cast while this cube is up all the items explode out of the cube. If the spell ends with a creature inside of the cube they are immediately expelled from the cube in a random location within 500ft of the entrance to the cube. 
Both of these abilities can be used twice per long rest.

10th Level Abilities:
Corporeal Illusions
At 10th level your illusions become real and can be commanded by you. At 10th level you can create weapons that can be commanded to attack enemies. As a bonus action you can create any type of weapon or projectile in a space within 30ft of you. This weapon deals 1d10 plus your intelligence modifier only once. After the attack hits the illusion is dispelled. To attack with these weapon it takes your action but you may use all your illusory weapons to deal damage to each targeted creature. These illusions last for one minute or until used. 
Additionally, any illusion that is created to alter terrain or any item is considered real and has hit points equal to half your wizard level plus your intelligence modifier. 
You area able to concentrate on 1 plus your intelligence modifier illusions at once. When an illusion is destroyed you may summon another one with a bonus action. The maximum amount of illusions that are able to be summoned is half your wizard level (round down) plus your intelligence modifier. You may use your illusions to block damage of up to the hit points of an illusion as a reaction.  
The illusions last for one minute or until destroyed or used.
The amount of illusions you may summon is reset during a long rest.

14th Level Abilities:
Plane of Puzzlement
At 14th level, you are well versed in the art of illusion and deception. As an action you may create a 500ft by 500ft by 500ft cube in a pocket dimension. In this dimension you control all aspects of the terrain, gravity, and other properties. Every creature within 500ft of you are teleported to this pocket dimension, unless they succeed on a intelligence saving throw having your spell DC. This pocket dimension lasts for up to 1 minute. While a creature is inside this dimension you had advantage on all attack rolls against them, they have disadvantage on all saving throws, you can use your bonus action to move them 10ft in any direction, and you can use an action to invert gravity of any creature you see. They must make a constitution saving throw or take 6d6 bludgeoning damage from the gravity shift. The dimension can be dismissed with an action sending everything in the dimension back into reality where they entered. After the spell is finished roll a percentile die, if below 10 the dimension is destroyed and the ability can not be used again and the caster takes 10d10 force damage. Every use of this ability within a week raises the percent fail by 20, with a maximum of 90. At 18th level this ability is no longer unstable so the percentile die roll is no longer needed.   
Additionally, while inside the dimension your illusions are unlimited and you can use them to move, making your movement speed 60ft and flying.
This ability can be used once per long rest.   

Illusion Savant

Illusion Savant
When you choose this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spell book is halved.

 

Discretion

Discretion
Starting at 2nd level you may add your intelligence modifier to any deception, persuasion, sleight of hand, or stealth roll.

 

Step of Puzzlement

Step of Puzzlement
At 6th level on a reaction you can create an illusionary you in the space you were just in and teleport 30ft in any direction, turning invisible while doing so. The illusion stays in place for a round or until it is disturbed by anything, that being an attack or magical ability. Your invisibility lasts until the end of your next turn or if you cast a spell.
Additionally, as an action you may create a pocket dimension that is a cube, 6ft by 6ft by 6ft, with an entrance that you and those you designate can see. This entrance is a tear in reality and those with detect magic or any visual abilities to see magic can see the tear that is the entrance. This cube lasts for 12 hours or until it is dismissed as an action. Any times inside the cube stay inside the cube, but if a dispel magic spell is cast while this cube is up all the items explode out of the cube. If the spell ends with a creature inside of the cube they are immediately expelled from the cube in a random location within 500ft of the entrance to the cube. 
Both of these abilities can be used twice per long rest.

 

Corporeal Illusions

Corporeal Illusions
At 10th level your illusions become real and can be commanded by you. At 10th level you can create weapons that can be commanded to attack enemies. As a bonus action you can create any type of weapon or projectile in a space within 30ft of you. This weapon deals 1d10 plus your intelligence modifier only once. After the attack hits the illusion is dispelled. To attack with these weapon it takes your action but you may use all your illusory weapons to deal damage to each targeted creature. These illusions last for one minute or until used. 
Additionally, any illusion that is created to alter terrain or any item is considered real and has hit points equal to half your wizard level plus your intelligence modifier. 
You area able to concentrate on 1 plus your intelligence modifier illusions at once. When an illusion is destroyed you may summon another one with a bonus action. The maximum amount of illusions that are able to be summoned is half your wizard level (round down) plus your intelligence modifier. You may use your illusions to block damage of up to the hit points of an illusion as a reaction.  
The illusions last for one minute or until destroyed or used.
The amount of illusions you may summon is reset during a long rest.

 

Plane of Puzzlement

Plane of Puzzlement
At 14th level, you are well versed in the art of illusion and deception. As an action you may create a 500ft by 500ft by 500ft cube in a pocket dimension. In this dimension you control all aspects of the terrain, gravity, and other properties. Every creature within 500ft of you are teleported to this pocket dimension, unless they succeed on a intelligence saving throw having your spell DC. This pocket dimension lasts for up to 1 minute. While a creature is inside this dimension you had advantage on all attack rolls against them, they have disadvantage on all saving throws, you can use your bonus action to move them 10ft in any direction, and you can use an action to invert gravity of any creature you see. They must make a constitution saving throw or take 6d6 bludgeoning damage from the gravity shift. The dimension can be dismissed with an action sending everything in the dimension back into reality where they entered. After the spell is finished roll a percentile die, if below 10 the dimension is destroyed and the ability can not be used again and caster takes 10d10 force damage. Every use of this ability within a week raises the percent fail by 20, with a maximum of 90. At 18th level this ability is no longer unstable and rolling a percentile die is no longer needed.    
Additionally, while inside the dimension your illusions are unlimited and you can use them to move, making your movement speed 60ft and flying.
This can only be used once per long rest.   

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