Wizard
Base Class: Wizard
You focus your studies on magic that dazzles the senses, manipulates space, and peers through the future. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. The magic necessary  to see through the planes and walk through them comes at the price of massive willpower. By manipulating the planes and the weave itself you tap into the unexplored mirror dimension to manipulate your enemies.

Savant of Mirrors

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion or divination spell into your spellbook is halved.

Reflective Focus

Also at 2nd level, you may use a mirror as your arcane focus. Additionally, as an action, you may extend your senses to a reflective surface (such as a mirror or still water) you can see within 100 ft. Until the start of your next turn, you can see around the surface as though you were standing in its place, however you cannot hear through it, and you cannot see through your own eyes for the duration. If you move more than 100 ft. from the surface, the surface is broken, or you voluntarily end the effect early, your connection to the surface is broken and you are returned to your own vision. You also learn the Reflect spell which is shown below (At the DM's discretion) 

Reflect 
abjuration 1
 Casting Time: 1 reaction
Range: Self
Target: Self
Components: V, S, M (A mirror worth atleast 50 gp)
Duration: Instantaneous
When you are targeted by an energy attack (fire, force, radiant etc.) you can use your reaction to hold up the mirror and reflect up to 10 points of damage. If the damage exceeds the damage able to be reflected the mirror shatters into particles and the remainder of the damage is taken
At Higher Levels. When cast at 2nd level or higher the amount of damage that can be reflected is increased by 5 for every higher level spell slot as well as the damage threshold

Through the Looking Glass

At 6th level you learn the spells clairvoyance, and locate object if you haven't already. With this feature you can ignore the material cost of divination spells to see through sensors such as clairvoyance and scyring in exchange for 5 spell slots as well as a successful DC 16 wisdom save. If you fail the wisdom save you take 5d10 psychic damage and are incapable of casting spells other than cantrips as well as using class features for 2d12 hours. 

Mirror Step

Using a bonus action you can turn a reflective surface such as a mirror or lake into a portal linking the material and mirror planes that can only effect you and other wizards from the School of Mirrors. While in the mirror dimension you can move through it and exit through any sufficiently reflective surface (DM Ruling) within 500 ft. of the initial portal. The reflective surface must be large enough to fit you.  You can use this feature a number of times equal to your intelligence modifier.

Dimensional Displacement

By channeling the might of the mirror dimension you can expend a number of spell slots specified below to make one of the effects occur. This feature can only be used once per long rest.

Mirror Shift (Spell slots equal to 7th level) You travel to a plane or location of your choosing via the power of the mirror dimension as if by a teleport or plane shift spell. Instead of using a forked, metal rod worth at least 250 gp you must use a reflective surface large enough to accommodate the transported creatures. While teleporting you and any other Mirror Mages are conscious when in the mirror dimension. You must succeed on a DC 14 wisdom save (with help from other Mirror Mages at the DM's discretion) or be scattered across the planes/world (depending on what spell casts,) of the DM's choosing as well as lose the ability to cast spells, excluding cantrips, and utilize class features for 1d12 hours.

Dimensional Shatter- (Spell Slots equal to 9th level) By taking an action to break a reflective orb worth at least 150 gp you create a dimensional wave of energy in a 30 ft. sphere centered on where the orb was shattered. All creatures within range must succeed on a wisdom save against your spell DC or take an amount of damage equal to xd8 ,x=your wizard level, psychic or force damage (your choice) or half as much on a successful save. If you are in that range you must succeed on the wisdom save, if you succeed you take no damage, but if you don't you take double damage. This also applies to other mirror mages at the DM's discretion.

Mirror Shift- (Spell slots equal to 5th level) You can take a possibility from the mirror dimension and bring it to your plane to force a reroll at advantage or disadvantage (your choice) as a reaction. You may use this feature after the roll is made but before the outcome is told by the DM

 

School Of Mirrors Image

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