Master Mirror (5e Class)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Mechanics without using game rules are present.

For example, "You're as fragile as a mirror. You must always roll for HP." How does this work?

"At 2nd level, just before the enemy attacks you, your eyes turn black, and you predict the attack. Use a reaction to instantly disappear, leaving behind a mirror surrounded by thick black smoke, then reappearing inside the mirror, breaking before you reappear in your physical form." What does this mechanically do?

Plane-Step just as mechanically not usable. The features don't get better, they all need to be looked at.

Missing subclasses. Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


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Master Mirror[edit]

Some guys are giving your party trouble.. Seems like they won't let us go without a fight. Their fists itching... Then all of a sudden you hear a clap. The next thing you remember is seeing the troublemakers lying dead at your feet, bleeding profusely, with all sort of.. cutlery? lodged in their brains...

The Master Mirror[edit]

You are an evil incarnate, ready to bend the wills of those who dare oppose you, as well as reality...

Creating a Master Mirror[edit]


Quick Build

You can make a Master Mirror quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma or Dexterity. Second, choose a race which has some sort of shapeshifting ability, as it goes well with this class.

Class Features

As a Master Mirror you gain the following class features.

Hit Points

Hit Dice: 1d4 per Master Mirror level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Master Mirror level after 1st

Proficiencies

Armor: light
Weapons: simple weapons
Tools: thieves' tools, One musical instrument,
Saving Throws: Charisma, Wisdom
Skills: Choose four from Arcana, Deception, Intimidation, Perception, Persuasion, Insight, Sleight of hand and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Flute or (b) Lute
  • Thieves Tools
  • Fine Clothes

Table: The Master Mirror

Level Proficiency
Bonus
Cantrips Known Spells Known Reactions Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 4 4 2 Armor of Mirrors Spellcasting Foresight 666 2
2nd +2 5 5 3 Cunning Action Smokeshift Fragility 3
3rd +2 6 6 3 Expertise Plane-Step Magical Ambush Master Mirror Archetype Archetype feature 4 2
4th +2 7 7 4 Ability Score Improvement, Mirror Shards 4 3
5th +3 7 8 5 Mirror Step 4 3 2
6th +3 8 9 6 Conservation 4 3 3
7th +3 8 10 6 Manifest Item Evasion 4 3 3 1
8th +3 9 11 7 Ability Score Improvement, Shadow Step 4 3 3 2
9th +4 9 12 8 Manipulator Archetype feature 4 3 3 3 1
10th +4 9 14 9 Expertise 4 3 3 3 2
11th +4 9 15 9 Superior Mobility 4 3 3 3 2 1
12th +4 10 16 10 Ability Score Improvement, Mirror 4 3 3 3 2 1
13th +5 10 16 11 Blindsense Archetype feature 4 3 3 3 2 1 1
14th +5 10 17 12 Plane-Step Enhanced 4 3 3 3 2 1 1
15th +5 10 18 12 Mage Slayer 4 3 3 3 2 1 1 1
16th +5 11 20 13 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 11 21 14 Strike of Death Archetype feature 4 3 3 3 2 1 1 1 1
18th +6 12 21 15 Elusive 4 3 3 3 3 1 1 1 1
19th +6 12 22 15 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 13 25 16 Mirror Dimension 4 3 3 3 3 2 2 1 1

666[edit]

The number 6 speaks to you...

At your dms discretion, always try to modify in a way that lets you roll the d6 instead..

(Example: 1d12=2d6, 5d4=4d6 or 3d6, 3d10=5d6 etc..)

Armor of Mirrors[edit]

When not wearing armor or wielding a shield, your AC = 10 + Wisdom modifier + Charisma or Dexterity modifier.

Spellcasting[edit]

Wisdom is your spellcasting ability for your spells. The source of your magic remains unknown, it almost seems like you cast out of sheer willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 10 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting You can cast any spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus You don't need it.

Foresight[edit]

Due to the nature of your being, you gain small glimps of the future.. The number of reactions you can take per round = Proficiency bonus + Wisdom Modifier In addition: You can use your reactions at any point during the round.

Fragility[edit]

You're as fragile as a mirror. You must always roll for HP when you level up. this means that if you level up even in combat, you must roll for your hp. or you roll with disadvantage on health.

Cunning Action[edit]

Starting at 2nd level, your quick thinking allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Hide or Dodge action.

Smokeshift[edit]

At 2nd level, Use 1 reaction to instantly turn yourself into thick black smoke, leaving behind a mirror surrounded by thick black smoke, then reappearing inside the mirror, breaking before you reappear in your physical form. When you use the reaction, you give the attack disadvantage and also gain bonus to your AC = Wisdom modifier + Prof. bonus.

In each combat, per round, you can use this feature = Proficiency bonus OR choose to expend any spell slot, as a reaction. Outside of combat, this feature can be done indefinitely (flavor).

Expertise[edit]

At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Then once again at 10th level.

Plane-Step[edit]

At 3rd level, you gain the ability to step in to different planes, allowing you to travel up to 120 feet in the plane that you're currently in, using a demiplane (Extradimensional Space).

When you're attacked in combat, you can use 2 reactions to instantly step into a demiplane (Extradimensional Space), making the attack miss automatically. You then decide if you want to reappear in the same spot, or in any spot adjacent to the attacker.

In each combat, per round, you can use this feature = Proficiency bonus OR choose to expend any spell slot, as a reaction. Outside of combat, this feature can be done indefinitely and you can choose to leave behind a mirror image of the attacker getting hit by the attack, or not. (flavor).

Magical Ambush[edit]

If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

EXCEPTION: You can get a maximum of 22 in wisdom, but only if you accept your true self and cap your strength to 8. You could also unlock a maximum of 22 in EITHER Charisma OR Dexterity, but only if you also cap your Constitution to 10.

Mirror Shards[edit]

At 4th level, you can manifest your power as shimmering shards of psychic energy. Whenever you take the Attack action, you can manifest a psychic mirror shard from your free hand and make the attack with that blade. This mirror shard is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The shard vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d6.

Mirror Step[edit]

At 5th level, you alter reality in such a way that it allows you to walk in the air. Each time you make a step, a transluscent mirror shard appears beneath your foot.

Conservation[edit]

At 6th level, each time you use a reaction that requires the consumption of a spell slot, you can roll a d6. on a 5 or 6, you dont expend the slot.

Manifest Item[edit]

You can create any non-magic item you can hold with one or two hands. (Feature mostly for flavor, use within reason)

Evasion[edit]

When you are subjected to an effect that allows you to make a saving throw to take only half damage, instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shadow Step[edit]

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

You can also choose to create darkness for 2 or less seconds before and after you shadow step.

Manipulator[edit]

you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma check you make to avoid detection.

Superior Mobility[edit]

Your speed increases by 10 feet, you also gain a climbing and swimming speed = 1/2 of your walking speed.

Mirror[edit]

You are able to cast mirror image at will, without expending a spell slot.

Mirror Image

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.

Blindsense[edit]

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Plane-Step Enhanced[edit]

In addition to what Plane-Step does, you can now for the cost of 3 reactions also choose to teleport anywhere within 120 feet as a part of your reaction.

In addition: You can now roll wisdom saving throws when using the evasion feature

Mage Slayer[edit]

You have practiced techniques in melee combat against spellcasters, gaining the following benefits.

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Strike of Death[edit]

You become a master of instant death, now also on the battlefield. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 10 + wisdom modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Elusive[edit]

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Mirror Dimension[edit]

You gain access to the Mirror Dimension. In this dimension, you are the one in control. You control space, time and gravity. You can make it look like whatever you want, you can use it for whatever you want. Want a place to fight a battle that wont disturb the area you're in? Use the MD. Want your party to have a safe space to rest? Use the MD. Want to trap someone, without the hope of ever getting out unless you want them to? Use the MD! Need a place that is private? Use the MD.

While in the mirror dimension, spells cast at 5th level or lower don't expend spell slots

Master Mirror Archetype[edit]

At 3rd level, you choose an archetype that you emulate in the exercise of your Master Mirror abilities. Your archetype choice grants you features at 3rd level and then again at 5th, 13th, and 17th level.

"Devilishly" Handsome[edit]

When you choose this archetype at level 3, you gain proficiency in performance and deception, or expertise if you're already proficient.

Contract maker[edit]

13th[edit]

17th[edit]

Dimension Stepper[edit]

5th[edit]

13th[edit]

17th[edit]

The Master Mirror Spell List[edit]

You can learn any spell except for the ranger specific spells.

Multiclassing[edit]

You can't multiclass into this class.

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