Fighter
Base Class: Fighter

Once someone has been to the mirrored plane, they don't return the same.

Void Mirror

As a reaction, you can turn your skin into a mirror like substance to defend against spells and ranged attacks, rolling a 1d6 to determine the effect. This reaction is in place of rolling a saving throw, but does not prevent rolling for attacks.

  1. You take half damage from a spell or ranged attack. The spell or attack is reflected back for half the damage, and uses the original user's modifiers for the attack.
  2. You reflect the spell or attack in a random direction.
  3. You negate the attack.
  4. You absorb the attack, and gain temp HP equal to 1/4th the damage that would have been dealt.
  5. You absorb the attack, and gain resistance to the type of damage that would have been dealt.
  6. You reflect the spell or attack back, using the original user's modifiers for the attack.

Arcane Mirror

You are able to copy spells that you see cast. Charisma is your spellcasting modifier for spells you cast.

Mirrored Skin

Your skin permanently becomes slightly mirrored, granting you a bonus to saving throws against spells. 

Mirror Space

You can reach into a reflective surface and use it as a storage space. This space may hold up to your carry weight, and can fit anything that can fit into the surface. Anything that exceeds it's weight capacity is repelled out.

Mirror duplication

Using your reflective skin, you can pull a reflection of yourself to create a copy of an object. That object must be small enough for you to hold, and the copy is an exact copy of the object, however if it is damaged, it is shattered instantly. This copy lasts for one minute before shattering into dust.

Prismatic Prison

You create a large mirrored prism, trapping any amount of creatures within a 10ft by 10ft area. If there is not enough space to summon it, it shrinks to fit the size. If a creature too large to fit, the prism cannot be summoned in it's space. Creatures small enough to fit inside must make a saving throw equal to your spell saving throw DC. The prism has HP equal to double yours. Creatures trapped inside must make a Wis saving throw DC = 10 + your Cha modifier + your proficiency bonus and take 4d6 necrotic and 4d6 psychic damage on a failed save, half on a successful save. Creatures trapped inside may attack the prism if they succeed their saving throw. Creatures inside must make this saving throw for every turn they are trapped inside. This prism lasts for 1 minute, or until broken.

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2021 3:18:35 AM
0
1
5e
Coming Soon
8/4/2021 3:21:09 AM
1
1
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Coming Soon
8/4/2021 3:58:47 AM
0
1
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Coming Soon

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