College of Reflections
Bard Class
Light Bender
When you choose this college at 3rd level, learn the Minor Illusions cantrip. The cantrip doesn’t count against your number of cantrips known.
Illusory Distraction
Also at 3rd level, your talents of redirection and distraction have helped you get you out of sticky situations. As a bonus action, you can expend one use of your Bardic Inspiration to create a mirage. Choose a point you can see within 30 feet to manifest one of the following effects:
Dazing Fire. You creature an illusion of a dancing image that explodes into a blinding flash. Each creature within 5 feet of the chosen point must make an Intelligence saving throw. On a failure, they take psychic damage equal to a roll of your bardic inspiration die and blinded until the end of their next turn.
Crash Down. You create an illusion of an image crashing through the ground forming a giant hole. Each creature within 5 feet of the chosen point must make an Intelligence saving throw. On a failure, they are stunned until the beginning of their next turn.
Pop Up. You create an illusion of an image that grows from tiny to large rapidly. Each creature within 5 feet of the chosen point must make an Intelligence saving throw. On a failure, they immediately use their reaction, if available, to move as far as its speed allows away from the chosen point.
Impressionist
Starting at 6th level, you’ve learned how to avoid problems by becoming another person. Whenever you cast an illusion spell that creates an image or changes the appearance of a creature, you can also change or give them a new voice. You can make their voice mimic that of another person you've already heard.
Master Trickster
At 14th level, your mastery over illusions have designed your greatest trick, you. As an action, you create a perfect illusion of yourself that lasts for 10 minute, or until you lose your concentration (as if you were concentrating on a spell). 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.
Once you use this feature, you can’t use it again until you finish a long rest.