Base Class: Sorcerer
Mirror Soul sorcerers are strange and rare occurrences. Their souls are like mirrors for magic, allowing them to manipulate it in unique ways - reflecting a foe's attacks, weaving it into complex illusions or producing ephemeral reflections of themselves through which they can channel their arcane power.
These sorcerers make tricky combatants, hiding themselves behind several layers of illusions and protections - a tendency that sometimes extends to their lives as well. In fact, Mirror Soul sorcerers are prone to crisis of identity, and their journeys are often ones of self-discovery as they try to cut through the lies and barriers that they put up themselves. They feel compelled to seek out answers to the burning questions that often pop into their minds - who are they and what truth hides under all the illusions they craft? What made them this way and why? Who do they want to become? Ultimately, most of these questions can only be answered by the sorcerer themself, and many come to different conclusions in the end.
Level 3: Mirror Spells
When you reach a Sorcerer level specified in the Mirror Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Disguise Self, Shield of Faith, Blur, Mirror Image, Minor Illusion |
| 5 | Counterspell, Major Image |
| 7 | Greater Invisibility, Phantasmal Killer |
| 9 | Mislead, Seeming |
Level 3: Inner Reflections
You learn to shape bits of excess arcane power into copies of yourself. When you cast a spell by expending a spell slot of 1st-level or higher, you can choose to create a reflection of yourself in an unoccupied space you can see within 30 feet of you. You can choose the appearance of this reflection, but it always bears a resemblance to you, is slightly translucent, and clearly illusory.
Reflections are nearly insubstantial - they cannot be harmed, but neither can they move through or occupy another creature's space. A reflection lasts until you use it with one of your class features or when it's more than 60 feet away from you, at which point it shatters into pieces. When a reflection shatters, the area around it resonates with remnants of your magic, and creatures of your choice within 5 feet of it must make a Dexterity saving throw, taking 1d6 Force damage on a failed save or half as much on a successful one.
You can have a number of reflections at a time equal to your Charisma modifier which last until finishing a Short or Long rest. If creating another reflection puts you over this limit, your oldest reflection immediately shatters. You can use your reflections in the following ways:
- Converge. You can use a bonus action to move one or more reflections up to 30 feet. As part of that same bonus action you can also cause one or more reflections to shatter.
- Remote Casting. When you cast a spell, you can choose to do so as if you were standing in the space of one of your reflections, but you must use your own senses. The reflection then shatters.
- Reflective Sorcery. You can use the latent magic of your reflections to fuel your Metamagic abilities. When you would spend Sorcery Points to use one of your Metamagic abilities, you can instead shatter a number of reflections equal to the amount of Sorcery Points that Metamagic option would cost.
Level 3: Trick of the Eyes
You add your Proficiency bonus to all Charisma (Deception) ability checks.
Additionally, as long as you have one or more reflections active, you may draw them back to your location. The reflections overlap with your body and move with you in near perfect synchronicity. While they do, you may cast the Disguise Self spell without expending a spell slot, and have Advantage on all Charisma (Deception and Performance) ability checks.
Level 6: Smoke and Mirrors
As a reaction to being hit by an attack, you may switch places with one of your reflections, causing the attack to miss. You may use this ability after seeing the roll but before determining the outcome. The reflection then shatters.
You may use this ability a number of times equal to your Charisma modifier, and regain all expended uses when you finish a Long Rest.
Level 14: Wholeness of Soul
Your reflections boost your capabilities. For each active reflection, you gain +1 to all attack rolls, ability checks, and saving throws.
Additionally, your reflections now deal 2d6 Force damage when they shatter.
Level 18: Speculum
You can finally fully embrace your unusual nature. You gain the following benefits:
- When a friendly creature you can see casts a spell, you may use your Reflective Sorcery ability as a reaction to apply one of your Metamagic options to that spell as though it were your own.
- You gain 2 reflections instead of 1 when casting a spell of 2nd-level or higher.
- Reflections deal 3d8 damage when they shatter.
- Any time you are targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target and using its spell attack bonus and spell save DC.
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