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'''Conjure Projection.''' When you choose this archetype at 3rd level, you gain the ability to project a perfect, illusory duplicate of yourself. As a bonus action, you can create this duplicate in an unoccupied space that you can see within 10 feet of you. Its AC is equal to 8 + your proficiency bonus + your Charisma modifier, and it gains a bonus to any saving throw it makes equal to your Charisma modifier. When you gain the Evasion feature at 7th level, your duplicate gains the benefits of that feature as well.<br> | '''Conjure Projection.''' When you choose this archetype at 3rd level, you gain the ability to project a perfect, illusory duplicate of yourself. As a bonus action, you can create this duplicate in an unoccupied space that you can see within 10 feet of you. Its AC is equal to 8 + your proficiency bonus + your Charisma modifier, and it gains a bonus to any saving throw it makes equal to your Charisma modifier. When you gain the Evasion feature at 7th level, your duplicate gains the benefits of that feature as well.<br> | ||
You can move your duplicate up to 30 feet on each of your turns (no action required). If you take the Dash or Disengage action, your duplicate gains the benefit of that action as well. Your duplicate remains for 10 minutes, until you use a bonus action to dismiss it or use this feature again, or until it takes any damage. It vanishes early if you end your turn more than 60 feet away from it or are unconscious at the start of your turn. Any effect that can deal damage to a creature can also affect a duplicate. A duplicate can’t be charmed and is immune to poison and psychic damage.<br> | You can move your duplicate up to 30 feet on each of your turns (no action required). If you take the Dash or Disengage action, your duplicate gains the benefit of that action as well. Your duplicate remains for 10 minutes, until you use a bonus action to dismiss it or use this feature again, or until it takes any damage. It vanishes early if you end your turn more than 60 feet away from it or are unconscious at the start of your turn. Any effect that can deal damage to a creature can also affect a duplicate. A duplicate can’t be charmed and is immune to poison and psychic damage.<br> | ||
If your duplicate is within 5 feet of a creature, you don’t need advantage on the attack roll to use your Sneak Attack against that creature. All the other rules for Sneak Attack still apply to you.<br> | :If your duplicate is within 5 feet of a creature, you don’t need advantage on the attack roll to use your Sneak Attack against that creature. All the other rules for Sneak Attack still apply to you.<br> | ||
Your duplicate appears to carry the same equipment as you, although it doesn’t gain the benefits of any magic items or armor you’re wearing or carrying. You can use a bonus action on each of your turns to command your duplicate.<br> | Your duplicate appears to carry the same equipment as you, although it doesn’t gain the benefits of any magic items or armor you’re wearing or carrying. You can use a bonus action on each of your turns to command your duplicate.<br> | ||
to make a weapon attack against a target that you can see within the weapon’s range, using your ability modifier and proficiency bonus for the attack roll. If it’s a ranged attack, the illusory weapon creates its own ammunition or, if it’s thrown, it returns to the duplicate at the end of the turn. On a hit, the target takes force damage equal to your rogue level. This attack can’t benefit from your Sneak Attack.<br> | to make a weapon attack against a target that you can see within the weapon’s range, using your ability modifier and proficiency bonus for the attack roll. If it’s a ranged attack, the illusory weapon creates its own ammunition or, if it’s thrown, it returns to the duplicate at the end of the turn. On a hit, the target takes force damage equal to your rogue level. This attack can’t benefit from your Sneak Attack.<br> |