This subclass has received significant changes
Beginning at 2nd level, any creature that makes a saving throw or an Investigation check to resist or discover one of your Illusion spells has disadvantage on the roll.
Starting at 6th level, you add Invisibility to your spellbook, you always have it prepared and it doesn’t count towards your prepared wizard spells. If you already had Invisibility in your spellbook you may choose another wizard spell of 3rd level or lower to add instead.
In addition, whenever you turn a creature or object Invisible with a spell they gain an additional bonus to their passive stealth equal to your spellcasting ability modifier and cannot be detected by special senses such as Blindsight, Tremorsense, or Truesight.
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature hits an attack against you and inflicts damage or any other effects, you can use your reaction to declare the attack instead hit the illusory duplicate. The attack instead misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again until you finish a short or long rest, unless you spend a spell slot of 4th level or higher to use it again.
By 14th 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, or as a bonus action while the spell is ongoing, 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. The object remains real for 1 minute or until you use this feature again. 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 cause harm or tap a creature.