Base Class: Sorcerer
The Plane of Mirrors is a confusing and astounding place. An uncharted dimension of mazes and, unsurprisingly, mirrors, a scant few ever pass through its boundaries. Even fewer make it out alive. But those that do, those that have glimpsed their infinite reflections and not been driven to madness, discover that not everything is left the same. Their reflection could be out of sync with their movements, they could catch glimpses of shadows following them in passing mirrors, perhaps even feel a drive to stare into the closest mirror they can see. Regardless of how they come to be, those with Fractal Souls can become brilliant tricksters and dangerous enemies.
Stolen Reflexes
Beginning at 1st level, you can mimic the skills of others around you. When a creature you can see makes an ability check, you can use your reaction to copy their capabilities. Until you use this ability again, you can use their ability modifier for that specific skill in place of your own.
In addition, you gain proficiency with one tool, one weapon and an armor type of your choice.
Smoke and Mirrors
Also at 1st level, you have a natural affinity for illusions and how to see through them. You have advantage on Intelligence (Investigation) checks attempting to see through and discern illusions, and creatures have disadvantage when attempting to see through and discern illusions cast by you.
In addition, when you cast any spell of 1st level or higher from the Illusion school of magic, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
My Reflection
At 6th level, you learn to craft illusions around yourself and your allies. You can cast Disguise Self at will. When you do so, you can spend 2 sorcery points to also cast it on an ally within 10 feet of you.
Magic Marauder
At 14th level, your adaptive spirit allows you to copy the magic of your allies and enemies. When a creature you can see casts a spell, you can use your reaction to attempt to learn it for yourself. You must make a Charisma saving throw (DC equals 15 + the level of spell). If you fail, nothing happens. If you succeed, you learn that spell at the level it was cast, and you can cast it as normal like your other spells. If the spell is a cantrip, this ability succeeds automatically. You can maintain an amount of spells equal to your Charisma modifier (minimum of 1), and they last until you either choose to forget them or replace them with a different spell of any level. Once you copy a spell from a creature, you cannot use this ability on them again until you forget that spell.
If you do not have access to the level of spell that your stolen spell was cast at, you instead regain sorcery points equal to the level of spell.
Through the Looking Glass
At 18th level, you can summon crystalline mirrors, acting as portals for yourself and allies. As an action, you can spend a spell slot of 2nd or higher to generate an amount of mirrors equal to the spell slot used. They can appear anywhere within 60 feet of you that you can see. They do not take up that space, and can be passed through without impeding movement. When you or one of your allies occupies the same space, they can reappear from any other looking glass of their choice. When you or an ally occupies the same space as a looking glass, you can see, hear, attack and target other creatures as though they are in the same position as any other looking glass.
Maintaining these mirrors requires Concentration, and last an amount of minutes equal to your Charisma modifier (minimum of 1).
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