Level
Cantrip
Casting Time
1 Action
Range/Area
10 ft.
Components
S, M *
Duration
Instantaneous 1 Round
School
Illusion
Attack/Save
None
Damage/Effect

You exploit illusions to gain an upper hand in combat, manipulating them to potentially distract a creature. Whenever an illusion is within 10 feet of you and a creature you can see, use an Action to cast this spell, producing a spontaneous, secondary illusory effect. Unless the creature knows the illusion is a spell, its attention is briefly drawn to it. As part of the Action used to cast this spell, move up to the spell's range and make a melee attack against the distracted creature. This attack does not provoke an attack of opportunity versus a creature distracted by the spell. Creatures with senses that perceive illusions and/or creatures that have a passive Investigation equal to or greater than your spell save DC make attacks of opportunity when you attack them with this spell. The range of the spell--both the illusion distance and your allowed movement--increases by 5 feet at levels 5, 11, and 17. 

* - (one illusion within range and one finesse weapon that you are wielding)

Available For: Wizard (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

an_arch

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