Cleric
Base Class: Cleric

A divine domain characteristic to gods of mirrors, beauty, the moon, or perhaps the offspring of gods of light and trickery. Some example deities may include Selune, Verenestra, Leinth, or Janus.

Mirror gods are varied in their ideologies, either misleading those who request their guidance or providing the unrestrained truth to all who seek it, perhaps either composed and practical or self-serving and narcissistic. Their followers are similarly varied and often share many characteristics with their god, though they most often serve as protectors, tricksters, or diviners.

Domain Spells

You gain domain spells at the cleric levels listed in the Mirror Domain Spells table. See the Divine Domain class feature for how domain spells work.

Mirror Domain Spells
CLERIC LEVEL SPELLS
1st reflect*, silent image
3rd augury, mirror image
5th clairvoyance, counterspell
7th mirror skin*, resilient sphere
9th circle of power, mislead

* Homebrew spells: Descriptions are found in the section below. Check my account or search them in homebrew spells to add to your collection. This feature provides a choice for spells at levels 1 and 7 to allow for both spells to always be prepared and not count toward total prepared spells. You may alternatively replace either or both of these spells with a cleric spell of the same level.

Homebrew Spells

Reflect

1st-level abjuration

Casting time: 1 reaction, which you take when a creature within range is hit by an attack or damaged by an external hazard

Range: 30 ft

Components: V, S

Duration: 1 round

You surround a creature within range with a mirror-like shield of force to defend against an incoming attack. This shield has hit points equal to 1d8 + your spellcasting ability modifier and defends you against external damage sources (ie. weapon attacks, bludgeoning damage due to falling, or spells that deal damage across an area such as Fireball). The shield shatters and dissipates once its hit points are depleted and any excess damage is directed towards the creature within the shield.

If the damage from a spell requiring a ranged spell attack is completely negated by this shield, the target of the spell suffers no ill effects from it and you may attempt to reflect the spell, making a ranged spell attack using your spell attack modifier and originating from the shield at another creature within the reflected spell's range. The spell is otherwise treated as if the initial caster attacked the creature, using the initial damage roll negated by the shield and the spell save DC of the initial caster if the spell requires a save roll.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the shield's health increases by 1d8 for each spell slot level above 1st.

Mirror Skin

4th-level abjuration

Casting time: 1 action

Range: Touch

Components: V, S, M (an ornate hand mirror)

Duration: Concentration, up to 1 minute

You touch a willing creature, granting their skin and equipment a mirror-like sheen. Until the spell ends, the creature gains a +2 bonus to its AC and it has advantage on saving throws against spells and other magical effects.

If the AC bonus granted by this spell would cause an attack aimed at the creature to miss, the energy from the attack is reflected back at the attacking creature, causing the attacker to take 3d6 force damage. For example, a creature with an initial AC of 16 would have an AC of 18 with this spell active, meaning an attack roll against the creature of 16 or 17 would trigger the force damage.

Smoke and Mirrors

When you choose this domain at 1st level, you gain proficiency in your choice of two of the following skills: Deception, Insight, Perception, or Sleight of Hand.

In addition, you learn the minor illusion cantrip, which counts as a cleric spell for you and does not count against the number of cleric cantrips you know.

Deception

You gain proficiency in Deception.

Insight

You gain proficiency in Insight.

Perception

You gain proficiency in Perception.

Sleight of Hand

You gain proficiency in Sleight of Hand.

Illusionist's Bane

At 1st level, you know how to confound and confuse your enemies with illusions or flashes of light, impairing their ability to react to threats. When you roll initiative, you may choose a number of creatures that you can see equal to your proficiency bonus and give them a penalty to their initiative roll equal to your Wisdom modifier (minimum of 1). Additionally, the first attack on each of the affected creatures can be made with advantage if the roll is made before the start of its first turn. This feature has no effect on creatures with blindsight or truesight and you cannot use this feature when you are surprised.

You can use this feature a number of times equal to half your proficiency bonus (rounded up). You regain all expended uses when you finish a long rest.

Channel Divinity: Divine Reflection

Starting at 2nd level, you can use your Channel Divinity to magically guard against and reflect incoming magical attacks.

When a creature within 30 ft of you is hit with a damaging attack or area effect, you can use your reaction to interpose a magical mirror between the attack and the creature, giving it resistance to all of the triggering attack's damage.

Additionally, any acid, cold, fire, force, lightning, radiant, or thunder damage taken from the attack is partially reflected back at the attacker if they are within 60 ft of the creature, dealing damage of the same type(s) equal to that taken by the target.

Illusionist's Scourge

Starting at 6th level, your powers of illusion and obstruction grow stronger. Creatures with blindsight are no longer immune to your Illusionist's Bane feature. Additionally whenever you use your Illusionist's Bane feature, you may also choose one of the effected creatures and also give it disadvantage on the first saving throw it makes as long as the roll is made before the beginning of its first turn.

Hidden Constellation

At 6th level, you are granted a personal constellation from the Plane of Mirrors by your deity. This constellation takes the form of a stone brick corridor 10 feet wide and 25 feet long adorned with lavish red carpets and armchairs and is of a comfortable temperature. Within the constellation, there are three Arcane Mirrors: one large golden mirror at the center of its length and two silver mirrors at either side. As an action, you may touch a mirror to magically link it to the golden mirror within your constellation, creating a temporary link between the mirror and the Plane of Mirrors that lasts 10 minutes. Alternatively, you may perform a 10-minute ritual on a mirror to create a link between it and one of the silver mirrors within your constellation, lasting one week from when the link was created. 

As part of the action used to create the link, you may enter the constellation through the mirror provided it is big enough for you to enter, requiring an additional action on subsequent turns to enter or exit through a linked mirror. Other creatures may enter the constellation through a linked mirror using an action on their turn provided that you are within 5 feet of the mirror and willing to let the creature enter. Up to 6 creatures including yourself may be within the constellation at a given time, though a creature may spend a number of hours within the constellation equal to twice your proficiency bonus before it is harmlessly shunted through the mirror that it entered through or another random linked mirror if the link it entered through has been destroyed.

An Arcane Mirror's link may only be broken before the end of its duration if you dispel it as a bonus action, the connected surface is destroyed or disturbed in a way that makes it no longer reflective, dispel magic is cast on the mirror at a level equal to or higher than your proficiency bonus, or you attempt to link it to a new mirror, in which case the older link is dispelled. If there are ever no linked mirrors within your constellation, any creatures or objects brought into the constellation are shunted through the most recently destroyed link, landing harmlessly from the mirror into the nearest unoccupied space. If the final link within your Hidden Constellation is destroyed using dispel magic or by losing its reflective properties, the constellation collapses and then takes 1d6+1 days to reform before it can be accessed again.

A Link Between Realms

Your Hidden Constellation exists as a small corridor within the Plane of Mirrors, a secretive plane that exists behind and connects every reflective surface across each of the planes. Relatedly, the Plane of Mirrors directly borders the Ethereal Plane, with its floor acting as the barrier between the two. 

The Plane does not discriminate between reflective surfaces, meaning that you may create a link to your personal constellation on any sufficiently reflective surface, such as a polished metal statue, a platinum ring, or the surface of a still lake. What qualifies as a sufficiently reflective surface is ultimately up to the GM's interpretation, as does what qualifies as "destroying" the surface. For example, a metal statue corroding over or the surface of the lake becoming choppy due to extreme weather may constitute "destroying" the surface. 

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Master of Mirrors

At 17th level, you have gained a heightened level of control over the magical properties of mirrors. You gain the following benefits:

  • Your Hidden Constellation gains an additional two silver Arcane Mirrors that appear directly across from those within the constellation. Additionally, links connected to your silver Arcane Mirrors are permanent and a creature may now stay within your constellation indefinitely.
  • You learn the simulacrum spell and may cast it once per long rest without expending a spell slot, though it has the following alterations for you:
    • The spell now counts as 9th level and requires only a hand mirror or a small piece of polished metal as a material component.
    • The casting time is reduced to 1 action and the duplicate lasts for only 10 minutes, shattering once time has elapsed or you cast this spell again within the duration.
    • The duplicate appears as an exact copy, though mirrored, of the subject immediately after this spell is cast, having the same equipment and prepared spells as the duplicated creature when first formed. However, this spell is incapable of reproducing the effects of any magic items on the character, though any damage dealt by the duplicate is magical for the sake of overcoming resistances. Additionally, if the duplicated creature can cast spells, the duplicate has only half the spell slots of each level as the subject (rounded down) and cannot cast spells over 5th level. The duplicate also shares the alignment and personality of the subject, meaning the duplicate does not necessarily follow the orders of the caster.

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