Sorcerer
Base Class: Sorcerer

The grip over the mind can be absolute, much like nature and reality. The mind is powerful and yet, once it's been tricked, could make the devout lose their faith or a healthy body fall ill. You are a master of reflective magic and your abilities to absorb or duplicate spells are better than that of the average mage.

Expanded Spell List

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Mirrored Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Abjuration or an Evocation spell from the sorcerer, warlock, or wizard spell list.

Mirrored Soul Spells
Sorcerer Level Spells
1st Absorb Elements, Shield
3rd Mirror Image, Shatter
5th Dispel Magic, Counterspell
7th Banishment, Death Ward
9th Wall of Force, Antilife Shell

Reflective Skin

Starting at Level 1, you develop a magical reflective layer over your skin. Your Armour Class now equals 13 + your Constitution Modifier whilst not wearing any Armour.

Additionally, your Hit Point Maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

Mirrored Luck

Whenever a creature imposes a condition or disadvantage on you, as a reaction you can force the creature to make a Charisma Saving Throw against your Spell Save DC or have the condition reflected back on them on a fail. If the creature succeeds the condition will affect you as normal.

You can use this feature once per short rest. At 10th Level you may use this feature three times per short rest, and at 20th Level, you may use this feature 5 times per short rest.

Reflective Magic

At 6th level when you successfully end a spell with Counterspell or Dispel Magic, you can spend a number of sorcery points equal to the spell's level to absorb it. 

This spell becomes a sorcerer spell for you until you finish a long rest, and you can cast it once without spending a spell slot. 

Reflective Punishment

At 6th Level, whenever a creature deals damage to you with a spell or attack, you may spend a scorcery point, if you do the creature will have disadvantage on their next attack roll, ability check or saving throw.

Absorbed Talent

At 14th Level, as an action you can touch a creature, forcing a Constitution save equal to your spell save DC. Failing that, you gain one of the following abilities the creature has:

  • Proficiency with one weapon the creature is proficient with. 
  • Proficiency with up to three skills the creature is proficient with.
  • Proficiency with one saving throw the creature is proficient with.
  • A spell of a level you are able to cast, that the creature has knowledge of. 
  • One class or subclass feature from level 9 or lower which that the creature has access to.

Having a talent drained is a harrowing process, and causes a creature to suffer one level of exhaustion. 

You can absorb an amount of talents per day equal to your charisma modifier, and a creature can voluntarily fail this saving throw. You lose any talents after a long rest,  and can only have one of each talent absorbed at one time. 

Mirrored Self

At 18th Level, once per short rest when you use Absorb Talent or Reflected Magic, you can force a constitution saving throw on the creature equal to your Spell Save DC. Failing that, they take 8d6 necrotic damage, half as much on a success.

Additionally, abilities you take from Absorbed Talent, and spells you absorb from Reflective Magic also stay with you for one week.

Previous Versions

Name Date Modified Views Adds Version Actions
1/23/2024 4:41:13 PM
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1/23/2024 9:37:59 PM
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Mirrored Soul Image

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