Base Class: Wizard
In Karentha there is a secret order of wizards and sorcerers who consider themselves the primary protectors of the Material Plane from existential evils that exist throughout the multiverse. The Mystic Arts puts emphasis on the use of what they call Eldritch Magic. Eldritch Magic is a light-based magic that has the ability to generate different constructs such as weapons or shields. Users of this way of magic are typically seen creating and shaping images out of glowing sparks as vibrant and bright as the sun. Many adventurers who may find themselves learning in the ways of the Mystic Arts can be found alone or in small groups, exploring the world and quenching evil where it grows.
Accelerated Learning
Beginning when you select this school at 2nd level, you can choose to learn 3 new spells instead of 2 whenever you level up. You may only use this feature if each of the 3 spells you learn are of different schools of magic.
Eldritch Whip
Beginning at 2nd level, you can use your bonus action to conjure up a magical whip of which you are proficient with. This weapon is considered magical and you can choose to use your Intelligence modifier instead of what you would normally use when attacking. You can also use this weapon to magically restrain creatures. As an action you can make an attempt to restrain a creature that is within 10 feet of you. Instead of using Strength, you use your Intelligence modifier when rolling to do so.
Enhanced Focus
Starting at 6th level you begin to master the ability to cast multiple spells in one turn. Whenever you cast a spell of 1st level or higher, you can cast a cantrip that you know as a bonus action. You may only use this feature a number of times equal to your Intelligence modifier. You regain all uses of this ability after a short rest.
Astral Consciousness
At 10th level you’ve learned how to continue fighting even after falling in battle. Whenever you reach 0 hit points while in combat, you and the creature that knocked you unconscious (if no creature knocks you unconscious then this feature does not go into effect) are both suddenly affected by the astral projection spell. You have full health in the Astral Plane while you are unconscious in the Material one. The spell lasts until either you or your opponent is defeated in battle in the Astral Plane, or if you’re healed/die on the Material Plane. During your battle in the Astral Plane, you are still considered unstable and must make death saving throws on your turn. If you defeat your opponent in the Astral Plane, your opponent dies and you return to consciousness with 1 health point. If you are defeated, you automatically fail 2 death saving throws. This feature can only be used once per long rest.
The Mirror Dimension
At 14th level you’ve mastered the ability to do combat without affecting the world around you. As an action you can use this feature to instantly transport you and all creatures in a 60 foot radius into the Mirror Dimension. Creatures in the Mirror Dimension can still see the Material Plane, but cannot directly interact with it. When you first enter the Mirror Dimension, you choose up to 8 other creatures, who each get benefits depending on their class. Multiclassed characters can choose which benefit they gain. A creature that enters the Mirror Dimension this way is automatically sent back to the Material Plane after 10 minutes. You can only use this feature once per long rest.
Bard. Your Charisma is set to 26 while in the Mirror Dimension. When using Bardic Inspiration, it effects all allies as well as yourself within 60 feet of you instead of 1.
Barbarian & Fighter. Your strength is set to 26 while in the Mirror Dimension, you also gain an additional attack when you take the attack action.
Rogue , Ranger, & Monk. Your Dexterity is set to 26 while in the Mirror Dimension, and your speed goes up by 30 feet while in the mirror dimension.
Cleric. Your Wisdom is set to 26 while in the Mirror Dimension. Your healing spells heal for double whatever you roll.
Druid. Your Wisdom is set to 26 while in the Mirror Dimension. While in the Mirror Dimension, you have unlimited uses of your Wildshape, and you’re not limited by any Maximum Challenge Rating.
Paladin. Your Charisma is set to 26 while in the Mirror Dimension. While in the Mirror Dimension, all smite effects are doubled. (e.g. searing smite deals 4d6 instead of 2d6)
Warlock & Sorcerer. Your Charisma is set to 26 while in the Mirror Dimension. While in the Mirror Dimension, you are not limited by spell slots. You can choose to cast any spell you know at its lowest level without using a spell slot.
Wizard. Your Intelligence is set to 26 while in the Mirror Dimension. While in the Mirror Dimension, your knowledge of spells expand infinitely, you can cast any spell from any spell list. Your intelligence is your spellcasting ability for these spells.
The Mirror Dimension - Functions and Rules
The Mirror Dimension is an entire plane of existence in of itself, and as the name implies it is a mirrored version of the Material Plane. There have been many cases in Karentha of adventurers and beasts alike finding themselves trapped here for months or even years before finding an escape. Most never do. While in the Mirror Dimension, pay attention to the following rule changes:
- Aging is slowed by 5x while in the Mirror Dimension.
- The only escape from the Mirror Dimension if trapped here is through a planar traveling spell.
Mirror Dimension Outside of Combat
Many masters of the arcane arts have found that the Mirror Dimension has many uses outside of empowering themselves in the midst of combat. Some use the slowed aging as a tool when studying, allowing them to read lore and learn spells at 5 times the rate of regular wizards at the same age. Others have found that the Mirror Dimension is helpful for safer traveling, so long as they have a consistent means of getting out. The most common use of the Mirror Dimension is for training. Thanks to the slowed aging, as well as the similarities in environment to the Material Plane, many have found that training here can help them get better at combat or spellcasting.
