Sorcerer
Base Class: Sorcerer

Those who choose the path of the Mirage gain new abilities that manipulate and confuse enemies. Being able to use wells, their skill set focuses on creating clones as a key theme. Mirages also gain access to malicious sorcery, as well as the new shatter skills that damage and confuse your foes. Mirages have 2 new conditions, Torment and Confusion

Torment: A damage over time condition. Enemies take 1d6 damage at the beginning of their turn and gain a disadvantage for saving throws. lasts 2 turns

  • If enemy also has confusion, enemies take an additional 1d6 damage per turn.

Confusion: Enemies become confused. enemies roll a 1d6 at the beginning of each turn to learn their fate. If an enemy is tormented when they gain confusion, they take 3d6 damage if they roll a 6 to remove confusion.

  • Rolling a 1-2: You're next attack damages you instead
  • Rolling a 3-4: Can't attack this turn
  • Rolling a 5: Attack damage halved for next attack
  • Rolling a 6: Remove confusion, continue turn as normal

Clones: Clones mimic their creator. While they can't deal damage with attacks, they can be destroyed. Both the Mirage and enemies can destroy clones. If an enemy destroys a clone, they gain torment. 

 

Shatter

Lvl 1: Shatter (clone skill)- Roll a d20, if successful, Shatter all your clone(s) dealing 2d6 per clone destroyed. This skill upgrades as you level

  • Lvl 3: Shattered clones also apply torment to enemies in a 5ft radius
  • Lvl 6: Shattered clones grant advantage to saving throws for nearest ally
  • Lvl 10: Increase the radius of torment from 5ft to 10ft
  • Lvl 13: Torment duration increases to 3 turns
  • Lvl 17: Any enemy that is hit by a shattered clone that already has torment gains confusion

Well of Eternity

Create a 10ft radius well under the mirage that lasts 1 turn. This well removes 1 condition and heals you and your allies within the well for 1d6. If you roll a 1, the duration of the well extends 1 turn.

Illusionary Ambush

When an enemy successfully attacks you, Roll a d20. If successful, instantly swap with the closest clone, taking no damage and destroying your clone.

Well of Calamity

Roll a d20. If successful, create a 10ft radius well under an enemy. All enemies in the well become restrained. When the well ends, enemies take 2d6 damage. Well lasts 2 turns.

Infinite Horizon

Roll a 1d6. Gain an effect below

  • 1 – Gain Stealth for 1 turn
  • 2 – Gain stealth for 2 turns
  • 3 – Gain 1 clone
  • 4 – Gain max clones
  • 5 – Gain  regeneration for 2 turns (1d6 healing per turn)
  • 6 – Summon a well of your choice (that you know)

Gravity Well

Create a 15ft radius well that pulls all enemies to it's center. Enemies take 1d8 damage per enemy pulled. If only 1 enemy is pulled, that enemy gains torment and confusion.

Continuum Split

When you have 3 clones, roll a d20. If successful, shatter all clones. If at least 1 enemy that has torment and confusion takes damage from the shatter, roll 3d6 and create 3 wells from the list.

  • 1 - Well of eternity
  • 2 - Gravity Well
  • 3 - Well of Calamity
  • 4 - Well of Action
  • 5 - Well of Precognition
  • 6 - Well of Recall

Previous Versions

Name Date Modified Views Adds Version Actions
12/7/2021 9:36:48 AM
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12/9/2021 9:54:25 AM
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