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.
A spectral, floating hand appears at a point you
choose within range. The hand lasts for the
duration or until you dismiss it as an action. The
hand vanishes if it is ever more than 30 feet
away from you or if you cast this spell again.
You can use your action to control the hand. You
can use the hand to manipulate an object, open
an unlocked door or container, stow or retrieve
an item from an open container, or pour the
contents out of a vial. You can move the hand up
to 30 feet each time you use it.
The hand can't attack, activate magical items, or
carry more than 10 pounds.