Bard
Base Class: Bard

Being alone is hard for a bard. Making ends meet by making chump change on the side of the street. This School was founded on the streets. Making those performers whom play alone feel like they are not. 

Lonesome Compainon

At 3rd level, you gain the ability as an action to create an illusionary copy of yourself with an additional copy at the 6th, 12th, and 18th level. The copies remain summoned until you fall unconscious, they drop to 0 hit points, or an hour has passed, whereupon it disappears. 

The copy has proficiency in all instruments you do and is summoned with an instrument of your choice on its person.

The copy does not have a physical form and can't interact with anything, if the copy goes further than 60 ft. away from you, it disappears.

When you make a performance check with your duplicates summoned you have advantage on the roll. 

 

Way of the Duplicate

At 3rd level, The training you endure you gain how to use your duplicates to your advantage.

Each time a creature targets you with an attack roll a d20 to determine whether the attack instead targets one of your duplicates. if your duplicate/s are within 5 feet of you.

If you have three or more duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Additionally as a Bonus Action, You may command your duplicate/s to make a ranged spell attack (30ft). Your duplicates play a tune of a pitch that hurts a creature. if the attack hits the creature takes 1d6 thunder damage per duplicate you have summoned. 1(1d6) 2(2d6) 3(3d6) 4(4d6)

Illusion becomes real

At 6th level, Your growing bond with your duplicate you learn to chanel your magic into making them real. 

When you summon your duplicates they are no longer an illusion and solid creatures with the same conscious as yours. 

You may also cast spells through your duplicates.

 

Illusionary Copy

Humanoid, Any Alignment

Armor Class 8 + spellcasting modifier of its summoner 
Hit Points 1 + the spellcasting modifier of its summoner 
Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 16 (+3)

Skills Performance +5

Senses Passive Perception 10

Languages all languages known to its summoner

Challenge -- (0 XP)

Real Friends

At 14th level, Your power controlling your duplicates. You transfer some of your magic into your clones when you summon them. 

As a Bonus Action you may causes one of your duplicates to cast a spell you have prepared that is spell level 3 or lower. This spell must be a ranged spell attack that causes dammage. When you do this you do not expend the spell slot that you usually would to cast this spell. You may only do this a number of times equal to how many duplicates you can summon.

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