When targeted, you can attempt to summon up a quick reactionary illusion. Time is short, so unless you prepare in your mind an image, it will need to be fairly basic, such as a flurry of dust, or an area of mist.
| 14+ | You succeed in summoning an illusion, convincing or distracting enough to serve as half cover |
+2 bonus to AC and Dexterity saves |
|---|---|---|
| 19+ | You excel at summoning an illusion, convincing or distracting enough to serve as three quarters cover |
+5 bonus to AC and Dexterity saves |
|
Nat20 |
A near perfect illusion appears, as if you know the attacker well. Serves as full cover. |
Can't be targeted directly |
These Illusions are meant to fool the enemy who directly targeted you, so they may not be as effective against other enemies in the room, even if they last a full round.
Enemies with shared or similar line of sight to initial attacker: 1/2 is +2, 3/4 is +4, full is +6
Enemies at a different angle, other than directly behind you: 1/2 is +1, 3/4 is +3, full is +5
Enemies directly behind you (the illusion may still obscure you partially): 1/2 and 3/4 are both +1, full is +2
If there is another enemy within 5 feet of you, besides the attacker, and the initial attacker fails you hit your new AC by more than 10, they instead hit the other attacker for half damage, unless they crit fail (in which case they do full crit damage).
If the triggering attacker fails to hit you due to the illusion, you must roll 1 higher to succeed in tricking him again in a consecutive round, up to a +3 (For example, instead of rolling 14, you'd need 15.) If at any point they hit you, this resets.
If a non-triggering attacker sees any other attacker fail to hit you, they can roll insight against your spell save DC to see through your illusion.
Can also be rolled as a reaction to a party member in your sight being targeted.
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