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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. \pagebreak
##### Warden | Level | Proficiency Bonus | Bonus Features| |:---:|:---:|:---|:---:| | 1st | +2 | Reflective Hide | | 2nd | +2 | Mirrored Soul, Souldawn, Souldusk | | 3rd | +2 | Knight Archetype | | 4th | +2 | Ability Score Increase | | 5th | +3 | Extra Attack | | 6th | +3 | Ability Score Increase | | 7th | +3 | Knight Archetype | | 8th | +3 | Ability Score Increase | | 9th | +4 | Enhanced Projection | | 10th | +4 | Knight Archetype | | 11th | +4 | ─ | | 12th | +4 | Ability Score Increase | | 13th | +5 | ─ | | 14th | +5 | Shattered Soulborn | | 15th | +5 | Knight Archetype | | 16th | +5 | Ability Score Increase | | 17th | +6 | ─ | | 18th | +6 | Knight Archetype | | 19th | +6 | Ability Score Increase | | 20th | +6 | 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, roll a D20. On a 1-15 the spell hits you as normal, on a 16-19 the spell is negated, and you may choose a new target for the spell within range. At 20th level, this ability instead changes to the following: When a targeted spell is used against you, 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. \pagebreak ### Mirrored Soul 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. Beginning at 1st level, you gain the ability to switch between multiple states during battle. As a bonus action, you can enter a state and remain in it for 1 minute. You can switch to any other state at any time. 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. \pagebreak # 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 advantage on all Wisdom, Intelligence and Charisma 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 can make every creature in you aura make 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 bludgening 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 5 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. \pagebreak ## 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 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. - As an action on your turn, you can turn any drinkable liquid into poison within your aura. To see if the target(s) that drink this liquid suffer from the poison, they must succeed on a Constitution saving throw against a DC of 10 or are poisoned. - 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 gain the state 'soulmelt' which grants: - While in this state you are vulnerable to poison damage. - You can make any liquid within your aura become acid as an action on your turn. Until the end of this state or you change to another one, any creature that moves through the liquid suffered 1 D8 Acid damage for every 5 feet of acid they pass through. If they end their turn in the acid they take 1 D8 Acid damage. - 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. You can touch a willing creature within range 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).