Level
2nd
Casting Time
1 Action
Range/Area
20 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Illusion
Attack/Save
None
Damage/Effect

 You can create a perfect illusion of yourself. The illusion appears in an unoccupied space that you can see within 20 feet of you.

 

As a bonus action on your turn, you can move the illusion up to 30feet to a space you can see, but it must remain within 90 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.

 

Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

At 5h level you can use your bonus action to perceive through the duplicate senses until the start of your next turn (you can still move the duplicate with the same bonus action). You can use your bonus action on subsequent turns to maintain this connection, extending the duration until the start of your next turn. While perceiving through the duplicate senses, you are blinded and deafened to your own surroundings.

 

At 6th level you can use your bonus action to change position with the duplicate. A creature that can see either you or the duplicate can notice the change with an Intelligence Saving Throw.

 

* - (a tiny chip of your own fingernail)

* - (Any small piece of DNA.)

Available For: Ranger (Legacy) - Hunter (Legacy) Warlock (Legacy) - The Archfey (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

joshurkirk

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