Base Class: Sorcerer
You are full of the mystical, befuddling power of Mirror Zones. The possible origin of your power could be nearly anything. You could have been born in a Mirror Zone, come into contact with Reflections or a magical mirror, or simply lived in Mirror Zone for long enough to become one with the magical reflections and misshapen, fragile reality. As a Mirror Magic Sorcerer, or Mirror Magician, you call upon the odd power of Mirror Zones to create shards of spectral glass, quasi-real illusions, and even transport yourself and others through reflections.
Level 1: Mirror Shards
Starting at 1st level, when you cast magic missile or a spell requiring a ranged attack roll, you may replace the damage type with slashing or piercing, as spectral shards of glass replace the projectile. If the spell involves a ranged attack roll and a saving throw, such as ice knife, you may replace all the damage of the spell with slashing or piercing.
Reflective Vision
Also at 1st level, you gain proficiency in the Perception skill and you cannot be surprised, due to constant reflections of your surroundings appearing in your peripheral vision.
Prism Step
At 6th level, you gain the power to project colorful light and step through it. As an action, you can spend 1-3 sorcery points to cast color spray without a spell slot. The level of the spell is the same as the number of sorcery points you spend. Once you cast it, you have the choice to teleport (no action required) to a point on the end of the cone opposite you.
Level 14: Glass Body
As a bonus action, you can fill yourself with a mirror zone's power, wielding both the sharpness and fragility of glass. For one minute, you gain vulnerability to bludgeoning, piercing, and slashing damage. During this time, every time you effect a spell with your Mirror Shards feature, you may maximize the damage on a number of the damage dice equal to your Charisma modifier.
Glass Shatter
Beginning at 18th level, you can tap into the mirror zone within you and release its full destructive power. As an action, you can spend 5 sorcery points to launch spectral shards of glass in a 30-ft. radius sphere centered on you. All creatures in this area make a Dexterity saving throw. On a failed save, they take 10d10 slashing or piercing damage (your choice when you use this ability.) On a successful save, they take half damage instead.
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