Illusion Level 2
STANDARD
Casting Time 1 action
Range Self
Components V, S
Duration 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Spell Variants & Exotic Components – level 2
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 bonus action
Range Self
Components V, S
Duration Concentration, up to 1 minute
You create one plus your spellcaster’s ability score modifier illusory duplicates of yourself that appear in your space. For example, if your spellcaster’s main ability score is intelligence and your score is 18 with a modifier of +4, then you create five illusory duplicates. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.
You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a die to determine whether the attack instead targets one of your
duplicates. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it.
It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Components (optional). Piece of Cloaker‘s skin (you create one additional illusory duplicate).