Blur

Level & School
2nd-level illusion
Casting Time
Action
Range
Self
Components
V
Duration
Concentration, up to 1 minute
Classes
Sorcerer, Wizard

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Level & School
2nd-level illusion
Casting Time
Action
Range
Self
Components
V
Duration
Concentration, 1 minute
Classes
Sorcerer, Wizard

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Blur 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version specifies "up to 1 minute" duration, while the 2014 version states "1 minute" (no mechanical difference). The 2024 version explicitly states "any creature has Disadvantage" and clarifies immunity if the attacker perceives you with Blindsight or Truesight, but these are clarifications, not mechanical changes.

Spells similar to Blur

  • Mirror Image, 2nd-level illusion

    A second-level illusion that protects you by making you harder to hit for up to a minute, serving the same defensive niche as the target.
  • Elminster's Elusion, 2nd-level abjuration

    A self-only, short-duration protective effect at the same level that explicitly exists to make the caster harder to strike.
  • Invisibility, 2nd-level illusion

    An illusion that protects the caster by removing them from attackers' normal sight and thus reducing incoming attacks over a sustained period.
  • Greater Invisibility, 4th-level illusion

    A stronger invisibility effect that likewise grants significant defensive benefit while allowing the caster to act without breaking the effect.
  • Blink, 3rd-level transmutation

    A short-duration self spell that improves survivability by shifting the caster between planes and making them harder to reliably hit.