TEXT:  
  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Simulacra 
  Many view the snow as a byproduct of cold weather and a 
  portent of colder times to come, but wizards have long 
  known the potential of snow and ice as special components 
  for their spells. With the right words and gestures, a 
  particularly long ritual, and a potent illusion, a mass of 
  snow or ice can be molded into the exact likeness of a 
  creature, creating a lifelike doppelganger knowns as a 
  simulacrum. 
       This spell has such versatility and such usefulness, an 
  entire school of magical thinking has sprung up around its 
  use: the School of Simulacra. Its practitioners are called 
  simulators, and are always, except in rare circumstances, 
  accompanied by simulacrums of their own creation. 
  Copycat 
  Starting at 2nd level, your study of simulacra has taught 
  you the amazing skill of copying almost anything you 
  watch. When a creature you can see makes an ability check, 
  attack roll, or saving throw, you can use your reaction to 
  record the result of that roll and the type of roll it was (an 
  ability check or saving throw using a particular ability 
  score, or a melee, ranged, or spell attack roll). When you 
  make a roll of the same type, you can replace your roll with 
  this recorded roll. You must choose to do so before the roll, 
  and you can replace a roll in this way only once per turn. 
       You can use this feature a number of times equal to your 
  Intelligence modifier (a minimum of once). You regain all 
  expended uses when you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
  Minor Simulacrum 
  Starting at 6th level, when you finish a long rest, you can 
  create an illusory duplicate of yourself or another willing 
  creature in your company. The duplicate is a creature, 
  partially real and formed from ice or snow, and lasts for 24 
  hours before it collapses into a melting heap. It can take 
  actions and otherwise be affected as a normal creature. It 
  appears to be the same as the original, but it has one-fourth 
  the creature’s hit point maximum and is formed without 
  any equipment. The duplicate cannot cast spells or make 
  more than one attack on each of its turns. Otherwise, the 
  illusion uses all the statistics of the creature it duplicates. 
       The simulacrum is friendly to you and creatures you 
  designate. It obeys your spoken commands, moving and 
  acting in accordance with your wishes and acting on your 
  turn in combat. The simulacrum lacks the ability to learn or 
  become more powerful, so it never increases its level or 
  other abilities, nor can it regain expended spell slots. 
       This simulacrum can't be repaired and reverts to snow if 
  it is reduced to 0 hit points. 
  Duplicate Spell 
  By 10th level, you can even copy spells by sight. When you 
  see a wizard spell cast, you can fix its form in your mind 
  for up to 24 hours. You can only have one such spell 
  memorized at a time. While this spell is in your mind, you 
  can copy it into your spellbook without having a written 
  copy of the spell. Doing so requires the same amount of 
  gold, but takes half the amount of time. 
  Master Simulator 
  Starting at 14th level, you have become a master of crafting 
  and controlling simulacra. Casting the simulacrum spell 
  and repairing damaged simulacra requires half as much 
  time and gold. In addition to your minor simulacrum, you 
  can have up to two active duplicates created by the 
  simulacrum spell at one time. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/School of Simulacra.pdf