Mirrormancer (5e Class)

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Mirrormancer[edit]

Mirrormancers are the unbound reflections of the deceased. Only once you are freed from your prime, may you gain autonomy over your body and enter the material plane. As reflections they cannot learn spells or produce magic themselves. Instead they are a vessel, being able to perfectly copy spells they’ve seen cast, and slash foes to fuel their magic. They don’t understand how their magic works, but with their years of experience matching the actions of their prime they don’t need to.

Who are you? - As a mirrormancer you have observed your prime through reflective surfaces. Until you broke free, you were on the Ethereal plane. Despite being their reflection you have your own identity. You may have a different personality and beliefs, you could struggle with identity formation and imitate party members, perhaps you’d rejoice that you’re finally free from your prime's control, perhaps you’d think you are a resurrected version of your prime. Instead of your body being filled with a soul it is filled by magic, meaning your emotions are dependent on your magical reserves.

How to become a mirromancer? - A folk superstition asks the living to cover up mirrors in the house whenever a family member dies. Mirrors are portals between the realms of the living and the dead, if not concealed the deceased would come to haunt them whenever that mirror is shattered. Your prime’s soul binds you to them, but since you are reflecting their dead soulless body, you are freed from them and can wander the ethereal plane. However you are still trapped in the ethereal plane until you find a shattered mirror. Thus families who forgot to veil their mirrors move them to a safe location in the house, as they are now able to see *you*. You can be freed by a careless mistake, or an empathetic sibling, or a lover who can’t let go. Maybe they want to conceal a tragic accident or a coup or maybe you survived the ethereal plane to find a broken mirror.

How are Hollows perceived? - Hollows despite them being harmless are met by some with fear, they see them as face eaters, demons, and acts of dark magic. They are often hunted by the prime’s family as they aim to absolve themselves of their perceived sins. The ones you grew attached to, the ones you laughed and danced with may be just the people which most ravenously want you dead.


Overview[edit]

You must die in order to multiclass into this class. You can multiclass out of this class. If you pick a magical class to multiclass out of, you must have items which would serve as your magical batteries, which would produce your spell slots., or the magic source must be external for example a God or Nature.

level Proficiency Bonus Feature Spells known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Reflectionless, Soul Snatching, Mimicry Mirroring 3 1
2nd +2 Fighting Style 5 2
3rd +2 Direction feature 6 2 1
4th +2 Ability Score Improvement, Spellthief 7 2 2
5th +3 Extra Attack 8 2 2 1
6th +3 Life Letting 9 2 2 2
7th +3 Skill Chameleon 10 2 2 2 1
8th +3 Direction feature, Ability Score Improvement 11 2 2 2 2
9th +4 12 2 2 2 2 2
10th +4 Helping Hand 14 2 2 2 2 2
11th +4 Echoing Afterfumes 15 2 2 2 2 2 1
12th +4 Ability Score Improvement 15 2 2 2 2 2 1
13th +5 16 2 2 2 2 2 1 1
14th +5 Direction feature 18 2 2 2 2 2 1 1
15th +5 Soul Snatching Adept 19 2 2 2 2 2 1 1 1
16th +5 Ability Score Improvement 19 2 2 2 2 2 1 1 1
17th +6 20 2 2 2 2 2 1 1 1 1
18th +6 22 2 2 2 2 2 1 1 1 1
19th +6 Ability score improvement 22 2 2 2 2 2 2 1 1 1
20th +6 Shattered Arcana 22 2 2 2 2 2 2 1 1 1


{{5e Class Features As a mirrormancer, you gain the following class features.

Hit Points

    • Hit Dice:** 1d8 per mirrormancer level

Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mirrormancer level after 1st

Proficiencies Armor: Light armor Weapons: Simple melee weapons, melee martial weapons Tools: None Saving Throws: Charisma, Dexterity Skills: Choose any 2

Equipment You start with the following equipment, in addition to the equipment granted by your background: - an explorer’s pack - sickles or any simple melee weapon, glass/mirror weapons }}

Spellcasting[edit]

Your body now devoid of soul may act as a reserve for other spiritual contents, namely magic.

Whenever you see somebody cast a spell you can add it to your spell list. If you you’ve reached the maximum spells known you may remove a spell from your spell list to add the new one. This is the only way a mirrormancer may learn spells and cantrips. You can learn spells from any class as long as you have seen the way it was cast. Whenever you level up you don’t get to choose which spells to add to your spell list, instead you just increase your spells known. You don’t need to have the corresponding spell slot of the spells you learn, you just won’t be able to cast them. Cantrips count towards your spells known, and you don’t have to expend spell slots for them. You cannot regain spell slots through long rests as usual casters do.

Tip: Tell your DM what spells you want. You can also ask a mage to cast a spell in front of you against a price(example price: half the price of a spell scroll with the same spell).


Spellcasting Ability Dexterity is your spellcasting ability for your mirrormancer spells. Your magic depends on your ability to mimic a spell down to the finest detail. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a mirrormancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Dexterity modifier

    • Spell attack modifier** = your proficiency bonus + your Dexterity modifier

Ritual Casting You can cast a copied spell as a ritual if that spell has the ritual tag.


Reflectionless[edit]

You don’t have a reflection in mirrors. Follows (hunters of hollows) may use this as a way to identify you as their next mark.


Mimicry Mirroring[edit]

You can mimic the movements a target creature is performing, as in dancing, the way it’s walking, posture, blinking, spitting etc. at the exact time it’s performing them. You can recreate movements you’ve seen before, based on how well you can remember them.


Soul Snatching[edit]

Whenever you damage a target your weapon acts as a soul conductor, in a process of magical osmosis, ie. soul overflowing from a body of abundance to a body of lack. You harvest bits of their soul to turn it into a 1st level spell slot, (you do not steal spell slots from your target, you steal their soul). Instead of adding a 1st level spell slot you may instead decide to level up a spell slot you have. Harvested spell slots don’t vanish upon long rest (think of them as ammo).

Example: I have a 2nd level spell slot, I successfully strike once and decide to level up my 2nd level spell slot to 3rd level.

Fighting Style[edit]

On level up you may choose from one from these fighting styles: Dueling, Defense, Protection, Interception, Two Weapon Fighting;

Additionally, you may choose a different fighting style if you see it being performed, excluding blessed warrior, druidic warrior.


Mirrormancer Directions[edit]

At 3rd level, through self-discovery you are ready to pick path and start defining the person you want to be more concretely. Subclasses listed at the bottom of this document.


Spellthief[edit]

You have 1 bonus spell known added to your list reserved for this feature, referred to as thieved. Whenever you see a spell being cast the old thieved spell is instantly replaced with the new one(you can’t steal spells of a level you can’t currently cast). For flavor, spells you cast can be visually mirrored.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Life Letting[edit]

Create an incision on a soul-possessing creature. It takes psychic damage equal to your total level and you gain 1 spell slot with a level of your choice. This process takes 1 hour to complete and can be performed during a short rest.


Skill Chameleon[edit]

When seeing a skill being performed with proficiency, you get their proficiency bonus for performing the same skill.

Excluded skills: history, nature, investigation, religion, insight, perception.

Can be used an amount of times equal to your proficiency modifier, uses recharge upon a long rest.

This works with expertise and Bard’s Jack of All Trades.


Feign Attack[edit]

If you miss a melee attack you can instead count the damage roll towards your attack roll. This attack deals 1 damage.


Helping Hand[edit]

You can pull out a hollow out of a mirror, even if their prime is alive. They have a mind of their own and act on their own, it’s your job to convince them to help you. The spell ends at dawn, then the hollow is teleported back to the Ethereal plane. If this feature is used right after dawn the hollow remains on your Plane until the next dawn. You need to finish a long rest before you can use this feature again. The hollow may possess the skills of its prime. The prime doesn’t have a reflection while their hollow is freed. If the prime dies, or another person is placed as their reflection when dawn strikes the hollow is permanently freed.

You can use this an amount of times equal to your proficiency modifier, uses recharge upon completing a long rest.


Echoing Afterfumes[edit]

Spells you have learned in the past 1 minute are considered fresh. Fresh spells take 1 level lower spell-slot to cast, as you can absorb the leftover power from the original cast of that specific spell.


Soul Snatching Adept[edit]

You gain 2 first level spell slots on hit instead of 1.


Shattered Arcana[edit]

At 20th level you learn how to cut down every unnecessary element of your spells, allowing you to cast spells with spell-slots that are 1 level lower. When you do so the spells looks malformed and as if it’s shattered into glass shards which are barely held together. A spell cast this way is considered to be of the level of its spell-slot, making it easier to Counterspell.

Catoptromancer[edit]

You have unlocked the hidden powers of fairytales. By tapping into the ancient powers held in belief and folklore you may initiate rituals only a supernatural being may perform.

Mirror mirror on the wall[edit]

At 3rd level you gain the ability to know who is the prettiest humanoid on your current plane of existence at any point of time.


Through the Looking Glass[edit]

At 3rd level you can perform a ritual lasting 10 minutes using a mirror. That mirror temporarily turns into a 2 way portal to the Ethereal plane and your current plane (example Material plane). Entities from one plane can pass to the other. If the portal is veiled with a cloth in one of the planes, no creatures may pass through it from the other one. If the mirror is shattered on one of the planes, creatures visible on the mirror in the other plane are summoned to the first plane. The mirror’s enchantment is removed at dawn and midnight.

You can use this feature a number of times equal to your Proficiency modifier. You regain any expended uses when you finish a long rest.

By entering the mirror, you step into the border regions of the [Ethereal Plane](https://roll20.net/compendium/dnd5e/Lore:The%20Planes%20of%20Existence?expansion=0#toc_4) in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

- You can for example use a pocket mirror to pass your hand through to punch a ghost or insert your fighter’s sword through the pocket mirror, so that they can slash the specters.

Spying Glass[edit]

At 8th level. Through a 10 minute ritual you may link 2 mirrors you know the location of, or a person you know who owns the mirror. The 2 mirrors are now linked to be windows to one another. However they are not portals, meaning you cannot pass through them or break them to teleport the people in the reflection of the mirror to you. No sound may pass through those windows, however visual communication is still possible. This spell works across planes of existence.

You can use this an amount of times equal to your proficiency modifier, uses recharge upon completing a long rest.


Ethereal Expert[edit]

At 13th level you can use Through the Looking Glass instantly without a ritual using your bonus action.

You can use this an amount of times equal to your proficiency modifier, uses recharge upon completing a long rest.


Antimancer[edit]

You sought protection from Follows by becoming a type of hunter yourself, an antimancer. Antimancer mage-hunters such as yourself are highly valued, as you better than anybody else, can sap a mage’s power away and use what’s left of it against them.


Smell Magic[edit]

At 3rd level you gain the ability to sharpen your sense of smell to receive the effects of Detect Magic. You can use this feature up to a number of times equal to your proficiency modifier and it takes 1 action to be performed.

Own Reflection[edit]

At 3rd level you gain the ability to imprison a creature, by dragging it inside a mirror. That creature loses its freedom of movement and is forced to copy your every move and state as they become your hollow, however their appearance is unchanged. Whenever this enchanted prison mirror, is shattered that creature is released. You can trap a creature using this feature to yourself or another creature, as long as it doesn’t have a reflection.

You can use this an amount of times equal to your proficiency modifier, uses recharge upon completing a long rest.

Reflective Counterspell[edit]

At 8th level you gain the ability to reflect a target spell towards a new target whenever you successfully cast counterspell. To do that you have to expend a spell slot of the same level as the spell you’re returning. This feature is executed on the reaction of your counterspell. You may use this feature once, it recharges at the end of a long rest.

Subdue[edit]

Unlocked at 13th level. When you are in contact with a creature or a humanoid with spell-slots you may expend a bonus action to directly steal one of their spell slot of your choosing. If the level is too high for you it is downgraded to a level you can store. If your storage is full the slot still gets stolen, you just discharge it into the air. You may do this only while in direct contact with a target.

[Game Design Decision Making](https://www.notion.so/Game-Design-Decision-Making-1c1a75daf22380598204cab25d74bf29?pvs=21)

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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