Wizard
Base Class: Wizard

The School of Reflection teaches that perception is the only true battlefield. To a Reflection wizard, light, sound, and memory are as tangible as steel — weapons to be reshaped and wielded at will. Their illusions aren't just tricks of light; they are meticulously crafted reflections that break the boundary between what is seen and what is.

Reflection wizards are calm, analytical, and quietly terrifying. They believe truth is malleable, that a well-placed lie can be more real than any sword. Those who face them often never realize when the battle truly began — or when it ended.

Through careful progression, the wizard’s illusions evolve from subtle misdirection to total sensory domination. At early levels they disguise their magic and cloud the mind; later they can weave hallucinations so vivid that entire memories and realities are rewritten for their victims.

By the pinnacle of their art, a Reflection wizard can ensnare multiple minds at once, drawing others into a false world of perfect hypnosis — a place where they decide what is real. Few ever escape such illusions unchanged.

Mirrored Mind

 At 3rd level, you gain the ability to subtly warp how others perceive you and your magic.

  • Deceptive Casting: When you cast an Illusion or Enchantment spell that targets one or more creatures, you can choose one target to make an Intelligence (Investigation) or Wisdom (Insight) check (DC = 8 + proficiency bonus + Intelligence modifier). On a failure, the creature is unaware that you cast a spell on it — it perceives the effect as natural or self-caused until the spell ends or the illusion is directly contradicted.
  • Deflecting Mirror: As a reaction when you are targeted by an attack, you can force the attacker to make a Wisdom saving throw against your Spell Save DC. On a failure, the creature must choose a new target within range or lose the attack. You can use this reaction a number of times equal to your Intelligence modifier (minimum once), and regain all uses on a long rest.
  • Bonus Spells.
    You always have Disguise Self and Silent Image prepared, and they don’t count against your prepared-spells total.

Punishing Fracture

Beginning at 6th level, whenever a creature you can see succeeds on an Investigation check or saving throw to disbelieve, detect, or resist one of your Illusion or Enchantment spells, you can use your reaction to create a brief mirage of yourself that fragments their senses.

  • The creature must succeed on a Wisdom saving throw against your spell save DC or suffer disadvantage on its next attack roll or saving throw before the end of your next turn.

  • On a failure, you may also teleport up to 10 feet to an unoccupied space you can see, leaving behind an illusory afterimage until the start of your next turn.

  • You can use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all uses after a long rest.

Additionally, whenever you succeed on an Intelligence (Arcana) or Insight check to identify a spell or illusion, you learn one hidden aspect of it (such as its caster’s approximate location, class, spell level, or something else with DM's discretion).

Perceived Truth

At 10th level, your mastery lets you anchor illusions inside the mind of a single target.

  • Targeted Hypnosis. As an action, choose one creature you can see within 60 feet. The creature must succeed on a Wisdom saving throw or fall under your hypnosis for 1 minute (concentration). While hypnotized, the creature perceives reality as you dictate within a 30-foot cube centered on itself. The illusions may include sights, sounds, and tactile sensations. You can change the illusion as a bonus action. Each time the creature takes damage, it can repeat the saving throw.

  • You can use this feature once per long rest, or by expending a spell slot of 3rd level or higher to use it again.

Perfect Hypnosis

At level 14, you can entangle the perceptions of multiple creatures at once, crafting a false world of your design.

  • Mass Hypnosis.
    As an action, choose up to a number of creatures equal to your Intelligence modifier that you can see within 60 feet. Each must make a Wisdom saving throw. On a failure, they are placed under your hypnosis for 1 minute (concentration).
    While hypnotized:

    • They perceive only what you choose—creatures, terrain, and events within a 60-foot cube centered on you.

    • Illusions you create for them are considered real for purposes of interaction (no automatic Investigation checks).

    • Attacks and saving throws they make against your illusions are at disadvantage.

    • If a hypnotized creature takes damage from a non-illusion source, it immediately repeats the saving throw.

  • Illusory Reality.
    Once per long rest while maintaining Perfect Hypnosis, you can cause one illusion you create to briefly become tangible for 1 minute.

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