Bard College:

At 14th level, the casting time of Invisibility is reduced to a bonus action when cast on yourself. After casting, you can make one attack or cast one spell and remain invisible. The next attack or spell will end its effect.

When you reach 6th level, you can meld your learned prowess in agility and precision with the arcane. As an action, you can enter an Effortless Performance. This effect lasts for 1 minute, and during this time, your AC is increased by a number equal to your Charisma Modifier. You can use this feature once per long rest.

You can use a bonus action to make a thrown attack. On a hit, add the result of your Bardic Inspiration die to the damage roll.

When a creature attempts to grapple you, you can add your Bardic Inspiration die result to your competition roll. On a successful escape, you can use a reaction to make an attack of opportunity.

You can attempt to disarm a creature as a reaction when a creature makes a melee attack at you, whether it hits or misses. Add the result of your Bardic Inspiration die to your competition roll. (Disarming Rules found on Page 271 of the DMG)

As a bonus action on your turn, choose an enemy that you can see within 60 feet. They must make a Wisdom Saving Throw against your Spell Save DC. On a failed save, they cannot take reactions, and their next attack has disadvantage. The effect lasts until the end of your next turn.

When you choose this College at 3rd level, you gain the ability to use your Bardic Inspiration to attempt daring tricks. You learn the following 4 options.

Also at 3rd level, you gain proficiency with a gaming set of your choice. A piece of this gaming set (a single card, a die) can be used as a spellcasting focus. Any checks made with that gaming set have advantage, and Dexterity (Sleight of Hand) checks to alter outcomes are made at advantage.

Bards of the College of Intrigue don't solely rely on their arcane abilities, they are equally skilled in manipulating reality through mind-boggling tricks.

Roguish Archetype:

Illusionist

Though all Rogues are known to be tricky folk, one must be especially careful around Illusionists. They take advantage of their victims' perception of reality and can act with unparalleled agility. Their performative work relies on being one step ahead.

Bonus Proficiencies When you choose this Archetype at 3rd level, you gain proficiency with one gaming set of your choice and with the Performance skill.

Expose Also at 3rd level, you learn to manipulate your Sneak Attack to expose the target's vulnerabilities. When you hit a creature with your Sneak Attack from melee range, you can use your bonus action to lower its AC by 1/2 the number of Sneak Attack dice you roll. For example, at 3rd level, you roll 2d6, so the target's AC is lowered by 1.

Smack Talker Your experience with tricking commoners you heavy exposure to the way people interact. Beginning at 9th level, you learn to attack with your words. When you or an ally within 30 feet of you are hit with an attack, you can use your reaction to talk smack. The creature must make a Charisma save against a DC of 8+ your Charisma modifier+ your proficiency bonus. On a failed save, the target takes 2d12 psychic damage and has disadvantage on its next attack. On a successful save, the creature takes half damage and does not get disadvantage on its next attack.

Spectacle and Subtlety At 13th level, you gain advantage on all Dexterity (Sleight of Hand) and Charisma (Performance) checks.