Base Class: Rogue
Mirage Rogues are masters of illusion and deception, weaving phantasms that blur the line between reality and trickery. By conjuring lifelike doubles, these rogues manipulate their enemies’ perceptions, slipping in and out of danger while remaining hidden in plain sight. Their illusions act as both distraction and weapon, enabling them to outwit foes with cunning tactics rather than brute force. With each level, a Mirage Rogue hones their illusions, creating a battlefield filled with deceptive phantoms that render them nearly untouchable.
Phantom Conduit
You learn to conjure illusions that act as a mirror of yourself, confusing enemies and setting up deadly strikes.
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Illusory Doubles: As a bonus action, you can create an Illusory Double within 15 feet of you. These spectral replicas last for 1 minute or until they take any damage, at which point they vanish. You can have a number of Illusory Doubles equal to your proficiency bonus at any one time. Each double has an AC of 10 + your Dexterity modifier. When a creature tries to interact with an Illusory Double or targets it with an attack, they must succeed on an Intelligence (Investigation) check against a DC (8 + your proficiency bonus + your Charisma modifier) to discern the illusion. On a failure, they treat the Illusory Double as real until they succeed on the check.
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Controlled Illusions: You can spend your movement to move an Illusory Double in any direction. When an Illusory Double is within 5 feet of a creature you attack, you can apply Sneak Attack damage, provided you don’t have disadvantage on the attack roll.
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Swap Position: As a bonus action, you can instantly swap places with one of your Illusory Doubles within 30 feet, expending no movement. At the end of your turn, you can choose to swap back to your original location, provided the same Illusory Double is still within 30 feet and hasn’t taken damage. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Mirage Mastery
Your illusions take on an eerie lifelike quality, creating a sense of unease that hampers your enemies’ ability to fight effectively.
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Disorienting Echoes: When you move an Illusory Double, you can have it leave behind a lingering spectral afterimage. Any creature that starts its turn within 5 feet of the moved double must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or suffer disadvantage on its attack rolls against the double until the end of its turn.
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Mirage Shadow: When you successfully land a Sneak Attack using an Illusory Double, you deal an additional 1d6 psychic damage. This bonus increases to 2d6 at level 13 and 3d6 at level 17.
Splintered Illusion
Your illusions fracture, creating splintered realities that ripple with chaotic energy.
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Illusory Explosion: When you land a Sneak Attack on a creature, you can choose to shatter one of your Illusory Doubles within 10 feet of the target, dealing half your Sneak Attack damage as psychic damage to the target. This explosion of illusionary fragments further disorients and harms your enemy. You can use this feature once per Short Rest.
Phantom Army
At the height of your mastery, you can fill the battlefield with an army of illusory phantoms that unnerve even the most fearless opponents.
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Mirage Assault: As an action, you summon three additional Illusory Doubles within 30 feet for 1 minute. These additional doubles do not count against your usual maximum number of Illusory Doubles. While these doubles are active, all creatures within 30 feet of any of your doubles must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) at the start of their turn or become frightened of you until the start of their next turn. You can use this feature once per long rest.
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Unreality Warp: When you use Swap Position to exchange places with an Illusory Double, you may become invisible until the start of your next turn, amplifying the unpredictability of your movement. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
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