Mirror Knight

by anishredz25

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A 5e class by Arcanissa/Oli

Mirror Knight

The path of the mirrored one is a long and winding one. Lets begin shall we? The first step is when night becomes day, when the warrior should emerge from their abode, ready to tackle the day before day becomes night and light becomes dark once more. This is the first lesson to be learnt.

Mirror Knight
Level Proficiency Bonus Mirror Charges Bonus Features
1st +2 1 Reflective Hide
2nd +2 2 Mirrored Soul, Souldawn, Souldusk
3rd +2 3 Knight Archetype
4th +2 3 Ability Score Increase
5th +3 4 Extra Attack
6th +3 4 Ability Score Increase
7th +3 5 Knight Archetype
8th +3 5 Ability Score Increase
9th +4 5 Enhanced Projection
10th +4 6 Knight Archetype
11th +4 7
12th +4 7 Ability Score Increase
13th +5 8
14th +5 8 Shattered Soulborn
15th +5 8 Knight Archetype
16th +5 8 Ability Score Increase
17th +6 9
18th +6 9 Knight Archetype
19th +6 9 Ability Score Increase
20th +6 10 Reflective Hide Upgrade

Class Features

As a mirror knight, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Mirror Knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Mirror Knight level after 1st

Proficiencies


  • Armor: medium armor, heavy armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Athletics, Arcana, Acrobatics, History, Persuasion, Intimidation, Perception and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail (b) chain mail armor, longbow, and 20 arrow
  • (a) a martial weapon and shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Reflective Hide

You soul has altered your body, you seem far more connected to the weave as you shift between it, allowing you more command when it is used against you.

Starting at 1st level, when a targeted spell is used against you, you may use your reaction to expend a mirror charge, then roll a D10.

On a 1-5 the spell hits you as normal, on a 6-9 the spell is negated, on a 10 you may choose a new target for the spell within range.

At 20th level, this ability changes to the following, when a targeted spell is used against you, you may use your reaction to expend a mirror charge, then roll a D6. On a 1 the spell hits you as usual, on a 2+ the spell is reflected to a target of your choice.

Mirrored Soul

Starting at 2nd level, your soul is unique, it frays on the edges, once thought of as a curse, you now use that loose weave of your soul to your advantage, your body and mind overlapping multiple states, multiple realms. Your whole is made from fragments of yourself which you switch between like a blur an project outward like an aura, you are a terrifying foe to face in battle due to this.

This ability grants you multiple states you can switch to in battle. When you activate this ability using your bonus action, after choosing a state to enter you will remain in that state for 1 minute, when you switch to another state you gain another minute in that new state, which resets every time you change states.

When you enter a state you project an aura of 10 feet around yourself. You can use your bonus action to switch to another state or maintain the current one.

Every time you use your bonus action to swap your state it uses a mirror charge, of which the amount can be found within the mirror knight table at the start of this class. These replenish on a long rest.

Some abilities will require another to roll against your Mirror Knight DC, which is equal to 8 + proficiency + Intelligence Modifier.

Souldawn

Beginning of first level you gain the ability to channel the power of light, of warmth, of day into your being, drowning in the light.

You can switch to Souldawn state which grants:

  • While in this state you are vulnerable to necrotic damage.
  • You project bright light in your aura, which can pierce effects such as Darkness.
  • You can expend half your movement to teleport to an area of bright light within 60 feet of you.
  • Any friendly creature in your aura that falls unconscious while within your aura automatically stabilises.

Souldusk

Beginning of first level you gain the ability to channel the power of darkness, of cold, of night into your being, shrouding in the darkness.

You can switch to Souldusk state which grants:

  • While in this state you are vulnerable to radiant damage.
  • Any light sources such as a light cantrip or a torch are extinguished when they enter your aura.
  • Once per turn, you can sacrifice up to your character level in Hit Points, then any allies in your aura gain that amount of Hit Points.
  • Any friendly creature in your aura becomes invisible while in dim light or darkness as long as they don't move.

Knight Archetypes

Beginning at 3rd level, you choose an archetype that focuses your unique gift into a select field of thought. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

  • The Channeler
  • The Shattered
  • The Broken

Ability Score Improvement

Beginning at 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Enhanced Project

Beginning at 9th level, your soul's strength has grown enough that you can now project your aura further. Your aura now extends out to 30 feet.

Shattered Soulborn

Starting at 14th level, you've grown so accustomed to morphing from one state to another that it has become second nature, requiring next to no effort. You can now switch to a different state as a Free Action instead of a bonus action once per turn. Note, this means that you can switch twice per turn, once with this feature and again using your bonus action if you wish to. Do note if you use your free action to switch states this will use another mirror charge in addition to the bonus action switch.

In addtion, your mirror charges replenish on a short rest instead of a long rest.

The Channeler

The channeler focuses their power to enhance the unique magic they possess. Adapting and expanding the ways they can manipulate their powers as well as bringing many new techniques with it. The channelers are truly some of the most flexible mirror knights that roam the land, able to deal with any situation that's presented to them.


Bridge of Flood and Fire

Beginning when you choose this archetype at 3rd level, you gain two additional abilities that add to your Mirrored Soul feature which are listed below.

Soulflood

You channel the power of the seas and rain, letting it flood through you like a raging tide. You gain the state 'soulflood' which grants:

  • While in this state you are vulnerable to fire damage.
  • While in this state you have a swimming speed equal to your movement speed.
  • While it is raining and in this state you have +2 on all Wisdom saves.
  • Any friendly creature in your aura can disengage as a bonus action.

Soulfire

You channel the roaring flames through your form, heat swelling from within, barely contained. You gain the state 'soulfire' which grants:

  • While in this state you are vulnerable to cold damage.
  • As an action on your turn you can deal fire damage to any targets of choice within your aura equal to your character level.
  • You can double your base movement speed this turn but your movement next turn is 0 and cannot be increased.
  • Any friendly creature in your aura can deal D4 fire damage to a target within 5 feet at the start of their turn.









Of Lightning and Thunder

Beginning at 7th level you gain two additional abilities to further add to your Mirrored Soul feature.

Soulthunder

You let the booming thunder extend from your body, the power shaking the world around you. You gain the state 'soulthunder' which grants:

  • While in this state you are vulnerable to lightning damage.
  • As an action on your turn, you a Strength save against your DC, if they pass nothing happens, if any creature fails they are pushed back until they're out of your aura, if they hit any object or creature they take 1 D6 bludgeoning damage per 10 feet they moved, or in the latter case both creatures take 1 D6 per 10 feet moved.
  • As a bonus action you can make a target within your aura's range make a Wisdom saving through against your DC, if passed nothing further happens, if they fail both you and them are deafened until your 'soulthunder' ability ends or you change to another state.
  • While in this state no noise can pass through your aura's perimeter.

Soulspark

The crackling energy of lightning courses though you, granting you the power of the storm. You gain the state 'soulspark' which grants:

  • While in this state you're vulnerable to thunder damage.
  • Once per turn as an action you may teleport to a target creature you can see within 30 feet, ending the move within 5 feet of it, if you can't end your turn within 5 feet then you cannot teleport to that target. You may do this up to 2 times in a row per turn and once you've stopped you cannot blink again this turn.
  • As a bonus action you can target a creature within 5 feet. That creature takes 4 lightning damage for every creature that is hostile to it within 5 feet of it.
  • Any friendly creature that is within your aura can as an action, teleport to a spot they can see within 30 feet.

Of Mind and Body

Starting at 10th level, you learn the magic that governs both the mind and body on your journey to the final page of this tale.

Soulmind

You focus your strength within, channeling your mind's power extending out, influencing the realm around you. You gain the state 'soulmind' which grants:

  • While in this state you are vulnerable to force damage.
  • You get advantage on Insight checks against creatures within your aura.
  • Any hostile creature suffers a -2 to any Wisdom saving throws they make while within your aura.
  • Any friendly creature can treat any roll of 9 or below as 10 for the purposes of Wisdom saving throws while within your aura.

Soulstrength

You focus your raw, physical body, flexing and preparing your body for what is to come. You gain the state 'soulstrength' which grants:

  • While in this state you are vulnerable to psychic damage.
  • When you first activate or switch to this aura, for it's duration you gain 5 temporary Hit Points for every hostile creature within your aura.
  • As an action on your turn, you can make every hostile creature large or smaller within your aura make a Strength saving throw against your DC or they fall prone.
  • Any friendly creature within your aura gains a +2 on any Strength checks or Saving Throws.

Of Corruption and Loss

Starting at 15th level, you are almost finished with your training, the tales of wonder are close now. Your final tasks are to learn when the tale ends sour, when all fades to nothing so something anew can come from it.

Soulwither

You build the corruption within you, allowing the poison to broil within you, to be used on your enemies. You gain the state 'soulwither' which grants:

  • While in this state you are vulnerable to acid damage.
  • You have advantage against being poisoned as long as the source is within your aura.
  • Every hostile creature in your aura has -2 to Constitution saves
  • Whenever a friendly creature is hit by an attack while within your aura, the same hostile creature has disadvantage on further attacks against that friendly creature for the rest of their turn.

Soulmelt

You channel a feeling of loss, of a state of decay, of fading. As the acid burns through you, you channel it to preserve you and your allies. You gain the state 'soulmelt' which grants:

  • While in this state you are vulnerable to poison damage.
  • Every friendly in your aura has +2 to Constitution saves
  • While this state is up you have a swim speed equal to your walking speed but only through acid.
  • Any friendly creatures can walk atop any Acid surface as if it were a solid if within your aura.

Projection Aura

Starting at 18th level, you've become so adept at projecting your aura you can now lend it to another while maintaining your own for a limited amount of time.

As an action, you can expend a mirror charge and touch a willing creature and bestow one of your states onto them for 1 minute.

This cannot be the same state you are in and while they have that state you cannot enter the same one. You can use this ability a number of times equal to your Intelligence modifier (minimum 1).

Shattered

The shattered is a fragmented warrior, even by mirror knight standards. These knights are notoriously dangerous, for their powers are twisted versions of the more orderly channeler's way of magic, with it comes even more powerful magics but with many times more risk and danger. All should fear the shattered mirror, for no one truly knows which pieces will be left over when the dut settles.

Field of Light and Shadow

When you choose this archetype you gain the following abilities listed below.

  • Whenever you switch between 'souldawn' and 'souldusk' you gain a switch token which last until the end of combat

  • If you are in 'souldawn' state, when you hit with a melee attack, you gain a switch token. Additionally, you can choose to switch to 'souldusk' state by using your reaction without expending a mirror charge.

  • If you are in 'souldusk' state, when you are hit by a melee attack, you gain a switch token. Additionally, you can switch to 'souldawn' state using your reaction without expending a mirror charge. You also gain a switch token

  • As a free action, you may choose to expend X switch tokens to gain X*5 temporary hitpoints.

You choose this archetype at 3rd level, your two abilities of Souldawn and Souldusk gain extended features as well as The Shattering ability that are all listed below.

Dim Beginning - Souldawn Improvement

Your light has grown brighter, so bright that those that gaze upon you risk being blinded where they stand. You gain the following improvements:

  • While in this state when you hit with a melee weapon attack, you can an extra damage die to your weapon which deals radiant damage

  • Whilst in 'souldawn' state, as a free action, you may choose to expend 1 switch token to gain +2 attack on all attacks until the end of your turn. Additionally, if you have switched to 'souldawn' this turn, you will deal an extra 2d4 radiant damage until the end of your turn






Creeping Darkness

Your shadows grow longer, but are still yet thin. The light leaves your presence as you hoard the darkness into you, building your dark energy step by shadowy step for what is to come. The following are additions that are also occur when you enter or switch to your Souldusk state.

  • While in this state when you hit with a melee weapon attack, you can an extra damage die to your weapon which deals necrotic damage

  • Whilst in 'souldusk' state, as a reaction, you may choose to expend 1 switch token to reduce damage from an incoming melee attack by 1d10. Additionally, if you have switched to 'souldusk' this turn, you will also get an extra 10ft movement until the end of your next turn.

The Dawnshadow

Beginning at 7th level both your Souldawn and Souldusk gain additional features.

Brighter Present

Your light grows in strength alongside you, aiding you in times of crisis. You gain the following additional features when in the Souldawn state.

  • Whilst in this state, you can expend X switch tokens to heal one ally within your aura range (not including yourself) for XD6 Hit Points (up to a maximum of 3). Additionally, if you switched to 'souldawn' this turn, you also heal half as much.

  • While in this state, every time you pass a Strength, Dexterity and Consitution saving throws, you gain a switch token.

Swirling Void

The dark is almost all encompassing now, blanketing everything in a dark veil which even you can barely contain.

  • Whilst in this state, you can expend X switch tokens to gain +X AC (up to a maximum of 3) until the start of your next turn. Additionally, if you have switched to 'souldusk' this turn, the first attack against you will have disadvantage.

  • While in this state, every time you pass a Wisdom, Intelligence and Charisma saving throws, you gain a switch token.

Shadowbright Entity

The bonds of your soul slip yet further into the void, the strands on them barely holding, straining against the gaping abyss. Yet for each step closer to its precipice you only grow stronger.

Beginning at 10th level you gain more abilities to add to your Souldawn and Souldusk features.

Blinding Future

Your inner light now glows softly on your skin, it will be unleashed soon, you can feel it.

  • While in this state, you may use your action and expend one switch token, to deal radiant damage to every hostile creature within your aura equal to your character level.

  • While in this state when you hit with a melee weapon attack, you can add 2 extra damage die instead of one

Darkest Path

Your soul wanders down the path of darkness, you can't even see your own body, the darkness is almost suffocating now, yet there's more to come.

  • While in this state, you may use your an action and one switch token, to deal necrotic damage to every hostile creature within your aura equal to your character level.

  • While in this state when you hit with a melee weapon attack, you can add 2 extra damage die instead of one

Darklight Being

Your souls energy now manifests itself in the material realm, you are able to hit harder than before

Starting from 15th level, when you hit with a melee weapon attack, you can add 3 extra damage die instead of 2.

Darklight Punisher

You have done it. You have harnessed enough power within that you can now break your soul into pieces, the energy required for this would kill a normal being instantly, yet you endure, clinging to this half-life barely, but this action does provide you with incredible power.

Starting at 18th level, When you switch between souldusk and souldawn for the first time on a turn, you can perform one extra action

 

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