Wizard
Base Class: Wizard

Most wizards study magic to influence the world around them. Abjurers learn the art of protection, while Evokers master the forces of destruction. Duplicants instead turn their focus inward, studying the symmetry between thought and form. Through this pursuit, they discovered that a magical field can resonate with a caster’s arcane signature strongly enough to duplicate it.

Duplicants believe that every spellcaster is divided between two selves: the one that acts and the one that observes. By refining this divide, a Duplicant learns to split their own existence, creating a True Reflection, a living spell sustained by the caster’s willpower.

Duplicants are not illusionists in the traditional sense. Their reflections are tangible, physical echoes drawn from folded space, a second self that is completely real and completely obedient. To them, reality itself is a mirror, and identity is an image repeated. Over time, a Duplicant learns to share thought and perception with their reflection, acting as two minds in perfect harmony. Some use this gift to double their efficiency, while others use it to confront themselves, both literally and philosophically.

Level 3: True Reflection

At 3rd level you can, as an action, create a magical duplicate of yourself, called your True Reflection, in an unoccupied space you can see within 30 feet. The reflection appears as a mirrored version of yourself and shares your statistics, except as follows:

  • It has hit points equal to your wizard level + your Intelligence modifier.
  • It cannot regain hit points by any means.
  • It acts immediately after your turn in initiative and obeys your mental commands instantly — no action required.
  • You can see and hear through your Reflection’s senses at will.
  • It can move up to 30 feet and can take one of the following actions: Attack, Dash, or Help
  • It is destroyed if you become incapacitated.
  • You can only have one True Reflection at a time.
  • When your Reflection is destroyed, you can spend an action and a spell slot of 3rd level or higher to recreate it.
  • You regain the ability to create a True Reflection without expending a spell slot when you finish a long rest.

Level 3: Mirror Magic

Mirror Casting: You can treat your Reflection’s space as the origin of your spells. When used, your spells range and line of sight are determined from the Reflection’s position.

Reflection Swap: As a bonus action, you can instantly swap places with your Reflection. When you do, your next spell attack made before the end of your turn has advantage and deals extra force damage equal to the level of the spell slot used to cast it. Additionally whenever you swap places with your Reflection, each creature of your choice within 5 feet of either of you must succeed on a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier (minimum 1).

Mirrored Movements: Until the start of your next turn after swapping places with you reflection, your movements take on a blur causing attack rolls against you and your reflection that rely on sight to be made at disadvantage until the blur ends.

Level 6: Elevated Reflection

At 6th level, your Reflection becomes a refined vessel of your mind and magic. It gains the following enhancements:

  • Dual Concentration: When you cast a spell requiring concentration, you can choose whether you or your Reflection maintains it. Each of you can maintain separate concentration spells simultaneously. If one loses concentration, the other is unaffected. When both you and your Reflection are maintaining concentration, any Constitution saving throw you make to maintain concentration is made at disadvantage.
  • Shatter: When your Reflection is reduced to 0 hit points, it shatters violently. Each creature of your choice within 10 feet must make a Dexterity saving throw against your spell save DC, taking force damage equal to half your wizard level on a failed save, or none on a success.
  • Sacrificial Restoration: As a bonus action, you can Shatter your Reflection to regain hit points equal to half the hit points it had remaining. You can’t use this feature while incapacitated.

Level 10: Reactive Reflection

At level 10 your mastery of mirrored reality allows you to warp cause and effect through your Reflection.

Blinding Shatter: When your Reflection is shattered, you can choose to release a burst of radiant light instead of force damage. Each creature of your choice within 15 feet of the Reflection must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of your next turn.

Reflexive Mirror: When you are hit by a spell or weapon attack that deals damage, you can use your reaction to swap places with your Reflection, causing it to take the damage instead. When you swap places with your Reflection using this ability, you can teleport up to 10 additional feet in any direction as a part of the swap.

Shared Consciousness: If a spell with the range of self is cast by you or your reflection, you may have it affect both you and your Reflection.

Level 14: Perfect Duplicant

By 14th level, you and your Reflection have achieved complete synchronicity. You can now act through your mirrored self as though it were another body.

Independent Action: Your Reflection now takes a full turn in combat (rather than a single action). It still obeys your mental commands and cannot cast leveled spells, but can use any cantrips you know and interact with the environment.

Arcane Proxy: You can use your Reflection as a magical conduit. Once per long rest you can cast a spell at any level and store it inside your true reflection. You can then have your true reflection release the spell as a bonus action on its turn. If the spell is not cast before you take a long rest or your reflection shatters the spell slot used is refunded.

Mirror Bound: As a bonus action, you can teleport to your true Reflection, even if you can’t see it, as long as it is on the same plane of existence.

Persistent Reflection: If you fall unconscious, your Reflection remains active for a number of rounds equal to your Intelligence modifier (minimum 1). If you are still unconscious when that time ends, your Reflection shatters.

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