Sorcerer

Players choosing to create a sorcerer in Mirrorworld can not take  the Draconic sorcerous origin. Sorcerous origins can be either Wild Magic or Shadow (described below).

Altered Class Feature

Hit Points at Higher Levels: 1d4+2 (or 4) + your Constitution modifier per sorcerer level after 1st.

 

Sorcerous Origin: Wild Magic

The sorcerer’s can either come from a region in the Periphery magic zone, or have at least one sorcerous parent that did.

 

Sorcerous Origin: Shadow

Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character.

Shadow Sorcerer Quirks (d6 Quirk)

  1. You are always icy cold to the touch.
  2. When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
  3. You don’t seem to bleed, even when badly injured.
  4. Your heart beats once per minute. This event sometimes surprises you.
  5. You have trouble remembering that living creatures and corpses should be treated differently.
  6. You blinked. Once. Last week.

Eyes of the Dark

From 1st level, you have darkvision with a range of 60 feet. You can cast darkness by spending 1 sorcery point. You can see through any darkness spell you cast using this ability.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf’s statistics with the following changes:

  • The hound is size Medium.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Shadow Form

At 18th level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute.

 

Sorcerous Origin: Storm

Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.

Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Stormborn

The arcane magic you command is infused with elemental air. You can hear the thoughts and emotions of Aedra in the wind. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.

Storm Sorcerer Bonus Spells

  • 1st: Fog cloud, thunderwave
  • 3rd: Gust of wind, levitate
  • 5th: Call lightning, sleet storm
  • 7th: Conjure minor elementals,* ice storm
  • 9th: Conjure elemental**

* Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.
**Unless you gain this spell from another r source, you can summon only air elementals with it.

Tempestuous Magic

At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.

Storm’s Fury

At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.

Wind Soul

At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage.

As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.

 

Wizard

Wizards can be found in most places in Aedra east of Achea. Some have trained in universities, others have gained their training through apprenticeships. Those weak in the trade or just starting out tend to find employment in the central regions, where magical limitations do not affect them. As they gain in power and find their arts hampered by the elven antimagic field, most move east to the lands of Espora and Immeria. Those that stay require ever greater access to wishstones to work their arcane arts.

Wizards in Mirrorworld use the standard class abilities found in the Player’s Handbook.

An additional starting equipment bonus is one minor wishstone of a type of their choice.

Altered Class Feature

Hit Points at Higher Levels: 1d4+2 (or 4) + your Constitution modifier per wizard level after 1st.

Wizard Tradition: Artificer

Artificer are a new wizard tradition that focuses on mystical invention, which you can choose starting at 2nd level.

Infuse Potions

Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.

The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions.

Spell Slot / Potion Created

  • 1st: Climbing, growth, or healing
  • 2nd: Mind reading or greater healing
  • 3rd: Invisibility, superior healing, or water breathing
  • 4th: Resistance

Infuse Scrolls

At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.

You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.

Infuse Weapons and Armor

Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition).

You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes non-magical.

The spell slot you expend determines the type of weapon, armor, or shield you can create.

Spell Slot / Item Created

  • 2nd: +1 ammunition (20 pieces)
  • 3rd: +1 weapon or +1 shield
  • 4th: +1 armor
  • 5th: +2 weapon or +2 ammunition (20 pieces)
  • 6th :+2 armor

Superior Artificer

Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency.

You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.

Master Artificer

On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.

Paladin

Paladins in the Mirrorworld campaign do not carry the religious connotation they do in other campaigns. While they are same men and women of conscience and discipline, their power is not derived from any divine source or religion. Instead, they are the product of luck and extreme circumstance.

Much like the cleric, a paladin was born with the power called the Sight (see Cleric class for details). Like others with this power, they might have chosen to embrace it and become a cleric, or ignored it and lived a normal life. But something happened to them that took that decision away.

Each paladin experienced a crisis in their life, an event of powerful emotional trauma. At the height of their rage and pain, the they called out for aid .. and something answered. One of the wisps of the spirit realm was drawn to the suffering mortal, and in a process poorly understood, joined with him and formed a new gestalt being: a paladin.

The paladin, now empowered with mystical energies, seeks to rectify whatever wrong created him or her, and prevent such wrongs from happening to others.

The Symbiote

The spirit that joined with paladin has its own personality. It has little or no memory of its time as free floating wisp in the spirit realm, but is aware of who and what it is. They often have an innocent curiosity of the world, bombarding the paladin with a litany of questions.

They have no physical presence and their voice only heard within the head of paladin. One with the Sight would be aware of the symbiote as a glowing aura infused and surrounding the paladin.

A symbiote can only experience the world through the paladin’s senses, and therefore only knows what its host knows. However, they do have excellent memories, and paladins often use their symbiote to collect, collate, and recollect information important to their current mission.

A player should choose their paladin’s symbiote’s name. The player is responsibility for any roleplaying involving the symbiote. Modern media examples of a human symbiotic relationship are the Trill character Dax in the television series Star Trek: Deep Space Nine; the japanese animation Vampire Hunter D; and Migi from the manga and anime series Parasyte.

The Paladin Oath

Mirrorworld paladins do not take a literal oath, however, they must stay true to the mission they undertook upon becoming a paladin. They still choose an oath should they attain level three, but only as a game mechanic function.

Their ‘oath’ should be relevant to the crisis that created them.

Class abilities

Paladins have all the same class traits found in the Player’s Handbook.

Hit Points at Higher Levels: 1d8+2 (or 6) + your Constitution modifier per paladin level after 1st.

Divine Sight: This power is to not be confused with the Sight, that all clerics and paladins possess. The Sight allows paladins and clerics to see into the spirit realm, which generally has little relevance to the real world. Divine Sight allows the paladin to extend their supernatural vision to identify creatures of otherworldly origin.

Symbiote: The symbiote doesn’t give any additional class abilities. It is assumed part of the paladin’s abilities represent the symbiote’s aid, perhaps the paladin’s proficiency bonus in a certain skill.

Additional Fighting Styles

Besides the those listed in the Player’s Handbook, additional fighting styles are available as well, found here.

 

Monk

A thousand years ago, as magic failed and evil men empowered by science slowly conquered the world, a new breed of warrior arose: the monk. Trained by the Ascendants, these warriors were pivotal in freeing mankind from the clutches of the antimages.

Threat of the east have passed and the ascendants are gone, yet monk orders remain, reminders of a distant and tumultuous history. The various schools no longer have a threat to unify them have divided in teachings and purpose.

Way of the Hand

Monks of the Hand still remain vigil to the threats to mankind. Their monasteries are often located in or near large population centers so as to easily find new recruits and quickly respond to imminent danger. They refuse to take political sides; their only goal is the preservation of life.

Monks of the Hand often travel the world seeking out prospective students.

Way of the Four Elements

Across Aedra, in remote and difficult to reach locations are temples to the four elements: fire, water, air, and earth. Those that live here practice a philosophy of non-interference. The outside world is a distraction to be avoided; the mastery of their arts the path of true enlightenment.

Of the many that make the journey, few finish it. And of those, even fewer complete the training. Those that fail often return home with grievous injuries, if they return at all.

Way of the Shadow

Unlike the other paths, monks of the shadow are active forces in the world of men. Their temples are secret and often ancestral. Some orders have retained a strong ideology, seeking to change their world for the better. Others have become little more than well payed sellswords and assassins.

Ki

The core of the monks power is their Ki. Unlike other supernatural forces, Ki is unaffected by the anti-magic field surrounding Aedra. A monk can use all their class abilities regardless where on the planet they are located.

Altered Class Feature

Hit Points at Higher Levels: 1d6+2 (or 5) + your Constitution modifier per monk level after 1st.

Ranger

Rangers exist in all races and cultures. Like druids, they can commune with the planet, but to a much lesser degree. This does not oblige them to align themselves with druidic beliefs or their circles, however they will generally have a passing familiarity with those nearby.

Rangers have all the standard class abilities found in the Player’s Book.

If they have the option of learning a new language during creation, a player can choose to have their ranger know Druidic.

Altered Class Feature

Hit Points at Higher Levels: 1d8+2 (or 6) + your Constitution modifier per ranger level after 1st.

Additional Fighting Styles

Besides the those listed in the Player’s Handbook, additional fighting styles are available as well, found here.

Rogue

There are examples of rogues from all races, cultures, and backgrounds. They use the standard class abilities found in the Player’s Handbook except for the following:

Rogues can automatically pick all standard and simple locks if trained in the use of thieves tools. A skill check may be asked to determine how fast the lock can be picked.

Altered Class Feature

Hit Points at Higher Levels: 1d6+2 (or 5) + your Constitution modifier per rogue level after 1st.

Roguish Archetype: Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad ©2015 Wizards of the Coast LLC 4 in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype.

A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction.

Fancy Footwork

Starting at 3rd level, you are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.

Toujours l’Audace

At 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls. In addition, you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it.

Panache

At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile, it must target you with any attacks it makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target.

If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance.

Elegant Maneuver

You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make on your turn.

Master Duelist

At 17th level your mastery of the blade lets you turn failure to success in combat. If you miss with an attack, you can choose to roll the attack again with advantage. Once you use this ability, you cannot use it again until you finish a short or long rest.

Fighter

There are examples of fighters from all races, cultures, and backgrounds. There are no special notes regarding this class and they use the standard class abilities found in the Player’s Handbook.

Altered Class Feature

Hit Points at Higher Levels: 1d8+2 (or 6) + your Constitution modifier per fighter level after 1st.

Additional Fighting Styles

Besides the those listed in the Player’s Handbook, additional fighting styles are available as well, found here.

Druid

Druids are those born with the innate ability to communicate directly with the planet Aedra, invoking her to intervene on their behalf. Long ago they were a potent force, often sought for counsel on great matters of the world. But Aedra now sleeps and with the arrival of the gods and their prophets, the druidic circles find themselves just one voice among many.

Variety in Form

Not all druids are humanoid or even sentient. All lifeforms are capable of displaying druidic ability. There have been encounters with druid wolves leading their pack, deer calling upon druidic magic to protect their young, and some circles meeting under the branches of a druid oak tree.

The Great Dream

When druids sleep their mind are carried into the vibrant and chaotic realm of Aedra’s dream. Here they can see visions of the present and past interwoven, a tumultuous cascade of impressions that often make little sense. Some of the wisest druids can sift through the strands of the Mother’s dream and gain insight into events far away.

Druidic Circles

Circles operate differently based on the path the druids have chosen. Those that are part of a Circle of the Land gain rank within their circle through diligence and deeds. Members of the circle vote on who will fill vacant positions. The more respect a druid has earned among their brothers and sisters, the more responsibility and authority they will be given.

Within a Circle of the Moon position and authority is not earned, but taken. It is an ideology of survival of the fittest. Those with authority can be challenged for their position at certain times of the year and they must either accept or renounce their status. Battles are rarely to the death, but can be if neither side is willing to concede.

Dwarven Druids

Mountain dwarves are exceptional in that they do not gain their power from Aedra, but instead from the great mountain, Magnus Montem. Mountain dwarfs druids are almost always from druidic circles of the mountain or underdark.

Druids of Magnus Montem enjoy a high status among their own kind. They are the embodiment of their culture’s beliefs and their power is a testament to the greatness of the Mountain. There dreams are always of the mountain. They do not see visions of the past or present in their dreams, but will always know when their mountain is in danger.

Mountain dwarf druids can wear metal armor or using metal weapons if the metal is made of mithril, a natural metal element found within Magnus Montem. It is very rare and very expensive.

Normal druids and mountain dwarf druids can communicate with each other in druidic. Thousands of years of contact have melded the language. There is a change in dialect between both groups, however.

Hill dwarven druids have renounced the Mountain, and draw power from Aedra as other druids do.

Altered Class Feature

Hit Points at Higher Levels: 1d6+2 (or 5) + your Constitution modifier per druid level after 1st.

Warlock

Warlocks in Mirrorworld lead a life of secrecy. Warlocks with fiendish or old one patrons are seen as threats while those with Archfey patrons are often viewed as meddlers.

Warlocks of the Archfey

People complain often of having a song stuck in their head. In the rare case of some this is an understatement as the song never leaves. It seems carried on the wind, an otherworldly melody calling to them from a distant land.

Many of these afflicted individuals spend their life trying to ignore the music, but some go out and seek its source. The source is Fey, of course. What they heard was a summoning by one of the powerful Archfey that hide in remote areas of Aedra. This is often in the lands of Roak, but not always.

After making contact with the Archfey , the seeker is given the option to become one of their servants. Those that refuse are sent away, the music gone, and no memory of the encounter. Those that accept become warlocks.

Traits

Warlocks with an Archfey patron have the same traits as found in the Player’s Handbook but also gain the language Wennish, the language of the Fey.

Warlocks of the Fiend

On a distant planet there exists an ancient races known as the Tanar’ri – powerful, deadly, and immortal. Some mortals on Aedra have learned to contact these creatures through ancient rites and make pacts with them to gain power in exchange for servitude.

This practice is outlawed in many countries. The mages of the west look down on such rituals as a way for the unworthy and disciplined to gain quick power. The rocky crags and mountains of Infilland are often a refuge to these warlocks, a place they can practice their dark arts in seclusion.

Traits

Warlocks with a Fiend patron have the same traits as found in the Player’s Handbook but also gain the language Enochian, the language of the tanar’ri.

Warlocks of the Old Ones

In the dark inky voids of the astral wastes, in places devoid of light or life, reside strange beings unfathomable to mortal men. They may be kin of the gods or a entirely different sorts of being, no one is sure. It is known they are ancient, perhaps predating the stars themselves, and are therefore called the Old Ones.

The Old Ones send forth small bits of inky black flesh, called gorgets, that floats through the cosmos, seeking lifeforms to bond with. Some of these worm shaped things make their way to Aedra where they crawl up the nose or ear of a sleeping mortal, creating a link between him or her and an Old One.

In the mortal’s dream they find themselves floating in the inky blacks wastes of space before the countenance of a massive being of immeasurable dimensions. Servitude is demanded. For those that agree, they become warlocks, tasked to assist the Old One in it’s strange endeavors. For those that reject the Old Ones offer, the gorget devours their brain and departs, seeking a new vessel and leaving behind the previous in vegetative state.

Traits

Warlocks with an Old One patron have the same traits as found in the Player’s Handbook but also gain the ability to telepathically communicate with sentient aberrations.

Altered Class Feature

Hit Points at Higher Levels: 1d6+2 (or 5) + your Constitution modifier per warlock level after 1st.

 

 

Cleric

Clerics in the Mirrorworld campaign deviate greatly from other D&D settings, not in power or function, but in ideology. Clerics are not representatives of the gods or any other divine or supernatural being. They do not serve a church or seek to spread religion or any other belief structure. Clerics do not gain their power from any exterior source. They are born with it and how they choose to use it, and if they choose to use it, is completely up to them.

At some point in the cleric’s childhood, between birth and the onset of puberty, they developed what is called The Sight. The cleric’s senses extend into what is commonly known as the spirit realm, or academically as the border ethereal, a place between reality and where dreams are made real. To the cleric it appears as if reality and the spirit realm occupies the same space, overlapping each other, yet mostly unaware of the other’s existence.

The spirit realm is filled with strange wisps of sentient light aptly named spirits. Spirits are largely unaware of the real world, but are able to perceive those with the Sight. As a child, this is a frightening experience, but with proper training and guidance, the cleric can learn to communicate with the spirits and then direct them to perform the miracles clerics are known for.

To what ends the cleric directs spirits is up them. These ephemeral creates have as much moral direction as they have substance and completely unaware of the ramifications of their actions.

Spirit Domain

There are many types of spirits and as a cleric masters their power he or she will gain an affinity toward a particular type of one. Spirits will tend to congregate around the cleric, like moths to a flame. The more powerful the cleric the more numerous the congregation of spirits by their side.

The spirits of each domain are different in appearance and color.

  • Knowledge: pearls of scintillating light surrounded by effervescent bubbles. Colors range from purple, magenta, amber, and salmon.
  • Life: oscillating geometric structures. Colors are white and yellow
  • Light: dancing flames. Colors are white, yellow, orange, and red.
  • Nature: ephemeral and shifting shapes of various animal life. Colors range from olive, dark green, umber, and brown.
  • Tempest: strobing balls of energy, arcs of electricity playing over nearby surfaces. Colors are cyan, blue, and yellow.
  • Trickery: elongated worm-like shapes. Colors are lime-green or mustard.
  • Death: black spheres with brown, grey, red, or purple auras.

While not actively engaging in in spell casting or using domain powers, a cleric can shoo away his or her spirits so as to not draw attention to themselves from others possessing the Sight. However, the moment they do use any of their powers the deception ends.

The Sight

But there are certain things in the real world that have a strong  presence in the spirit realm as well.

  • Clerics or paladins not actively masking their status
  • The umbilical cord that connects gods to their prophets.
  • Divine emissaries
  • Certain kinds of undead and profane locations repel spirits.
  • There is a vortex disturbance in the spirit realm where an unreal is forming. This only last until the unreal creature takes physical manifestation.
  • The gods above are visible to those with the sight. They are no less mysterious and foreboding.

Multi-class Clerics

Characters that take the cleric class later in their career are assumed to have always possessed the sight, but due lack of training or trauma, have ignored it.

Altered Class Feature

Hit Points at Higher Levels: 1d6+2 (or 5) + your Constitution modifier per cleric level after 1st.