The Mirrorhand
Mirrorhands are Unbound who channel their Aṣé through a precise blend of sleight, symbols, and psychic memory. Their spells aren’t learned through books or gods, but pulled from threads of reality, snatched mid-thought, or stolen from arcane echoes. Every gesture doubles as a flourish or a feint, and every trick hides a deeper truth.
(3rd Level)
Sleightcaster
You gain access to the Magecraft feature:
Casting Ability: Intelligence
Cantrips Known: 3 (choose from Mage Hand, Minor Illusion, Prestidigitation, Mind Sliver, Message, Friends)
Max Spells/Long Rest:
- 3rd: 2
- 6th: 2
- 10th: 3
- 14th: 3
Spells Known: You know 3 1st-level spells at 3rd level, and learn 1 additional spell at 6th and 10th (max 5 known).
Spell List:
- You may only choose from the Illusion and Enchantment schools by default.
- At 10th level, you may add 1 spell of any school from the Wizard list.
Arcane Feint
When you use your Bonus Action to Hide, Dash, or Disengage, your next damaging spell or weapon attack that turn deals an additional 1d4 force damage. At 10th level, this increases to 2d4.
This damage does not stack with Sneak Attack.
(6th Level)
Echo Sigil
You gain the ability to inscribe subtle glyphs of intent during combat. As a bonus action, choose a creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be affected by one of the following effects (your choice):
- Lag Pulse: The creature’s speed is halved until the start of your next turn.
- Flicker Ward: The creature sheds dim light in a 5-ft radius and cannot benefit from invisibility or cover until the start of your next turn.
- Spell Echo: The next time the creature casts a spell before your next turn, you may use your reaction to learn that spell temporarily (must be of a level you can cast). You can cast it once before your next long rest using a spell slot.
You can use this feature a number of times equal to your Intelligence modifier (minimum 1) per long rest.
(10th Level)
Mirror Focus
You may now substitute sleight of hand or deception checks for Intelligence (Arcana) checks when identifying spells or magical effects. In addition:
- Whenever you are targeted by a spell that forces a Dexterity saving throw, you may use your reaction to teleport 10 feet to an unoccupied space you can see. You must use this reaction before you know the result of the save.
- You gain resistance to force damage.
(14th Level)
Perfect Ambush
You’ve mastered the art of spell combat misdirection. When you are hidden from a creature and cast a spell that affects only that creature, it has disadvantage on any saving throw made against the spell, and the spell does not break your hidden status.
Additionally, once per turn when you deal Sneak Attack damage, you may choose one:
- Silently disarm the creature (it drops one item of your choice it is holding).
- Break concentration (no save).
- Cause the target to hallucinate: It can’t take reactions until the start of its next turn.
Comments