Shattered, Variant (5e Class)
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- 1 Shattered
- 1.1 Creating a Shattered
- 1.2 Class Features
- 1.2.1 Table: The Shattered skill list
- 1.2.2 Spellcasting
- 1.2.3 Mirror World
- 1.2.4 Manifest Mirror
- 1.2.5 Doorway
- 1.2.6 Expertise
- 1.2.7 Shattered Strike
- 1.2.8 Other Worldly Companion
- 1.2.9 Archetype
- 1.2.10 Tough
- 1.2.11 Ability Score Increase
- 1.2.12 Extra Attack
- 1.2.13 Illusory Mirror
- 1.2.14 Shatter Proof
- 1.2.15 Mirror Motion
- 1.2.16 Reflexive Physiology
- 1.2.17 Mirrored World
- 1.2.18 Mirror Mastery
- 2 Traveler
- 3 Dreamer
- 4 Multiclassing
A man stands in a room filled with mirrors. He approaches one and vanishes. He reappears moments later with items from some far off place and notices a woman watching. As he enters another mirror he grabs the girl through a mirror near her and pulls her inside. A woman, with her sights on her target as he walks the corner. She shoots the window next to him and out the next pane of glass comes the projectile. An old man throws stones into a pond. The guards search for him as another stone skips across the surface of the water. It vanishes and strikes a guard, having been flung through his own reflection in the pond. As a fight breaks out the old man slips away.
Creating a Shattered
- Quick Build
You can make a Shattered quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Experiment background.
As a Shattered skill list you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Shattered skill list level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shattered skill list level after 1st
Saving Throws: Wisdom and Constitution
Skills: Pick three, Arcana, Deception, Insight, Perception, Persuasion, Intimidation, History, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armour or (b) robes
- (a) any simple weapon or (b) mirror shards
- (a) glass focus or (b) or small mirror
- (a) shining kit or (b) dagger and darts or or (c) staff
- If you are using starting wealth, you have 5d4x10 starting gp in funds.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Mirror World, Manifest Mirror, Doorway||4||2||—||—||—||—||—||—||—||—|
|2nd||+2||Shattered Strike, Expertise||4||3||—||—||—||—||—||—||—||—|
|3rd||+2||Archetype, Archetype Feature||4||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Tough, Other worldly companion||5||4||3||—||—||—||—||—||—||—|
|5th||+3||Archetype Feature, Extra Attack||5||4||3||2||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Shatter Proof||5||4||3||3||2||—||—||—||—||—|
|10th||+4||Mirror Motion, Archetype Feature||6||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement, Reflexive Physiology||6||4||3||3||3||2||1||—||—||—|
|15th||+5||Mirrored World, Archetype Feature||6||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||7||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||7||4||3||3||3||3||2||1||1||1|
|20th||+6||Mirror Mastery, Archetype Feature||7||4||3||3||3||3||2||2||1||1|
Intelligence is the spellcasting modifier and you can perform rituals. You can use any mirror or shard of a mirror that is larger than 4 inches in any direction except thickness as a spellcasting focus. Use the Wizard's Spell List. Your known spells are equal to Your INT + Shattered level (min 1).
At 1st Level you gain access to a pocket dimension called Mirror World. This dimension is an empty void which is filled with landmasses made of very large mirrors of varying sizes (basically the Stations of Awakening from Kingdom Hearts). Additionally, Mirror World contains a great many mirrors of nearly any size and shape you can imagine. These mirrors float throughout Mirror World and you can rearrange them at will while within the dimension. You are aware of any and all creatures inside this dimension, and have knowledge of every mirror contained within, which you can summon at will. A creature that enters Mirror World unauthorized suffers 1d10 slashing damage and 1d4 piercing damage upon entry, and again every minute they remain within the dimension, doubling each time. In combat this damage is inflicted every turn. Damage for entering Mirror World unauthorized goes up by 1d10 every two levels increases. 2d10 at 3rd level, 3d10 at 5th level and so forth. At 15th level you can have a creature within this dimension suffer damage as an intruder would. When creating Doorways in and out of Mirror World, the Doorway's surface ripples and it shows Mirror World or the Material Plane, but no sensory information apart from light is communicated through the mirror.
At 1st Level you gain the ability to manifest a mirror that is in Mirror World on the material plane. You can also create new mirrors by conjuring them. As an action, you can manifest a mirror from Mirror World on a point you can see within 40 feet of you (you cannot manifest a mirror if it would occupy the same space as another creature). When manifesting a mirror greater in size than Large, you must spend your action every turn for a number of turns equal to the number of size categories above large the mirror you are summoning is. If you are conjuring a mirror, you may do so as a bonus action and choose the dimensions (length and width, thickness is 2 inches by default) of the mirror but it cannot exceed large size (this limitation does not apply while you are within Mirror World). You may orient the mirror however you wish, but must use an action to change this orientation after it has manifested (you also control the shape of this mirror (square or circular)). You may move this mirror a distance of 30 feet as a bonus action so long it is size Large or smaller. While in combat you can manifest a maximum of 2 mirrors total using this feature if they are size large or smaller. This number increases to 3 at 7th Level, 4 at 12th level, and 5 at level 17. This limit becomes 1 if the mirror is size Huge or larger and you cannot manifest another mirror until it (the Huge mirror) is dismissed or shattered. Mirrors manifested using this feature are not affected by gravity and will float in place on the location they are manifested. In addition, mirrors manifested using this feature will shatter after suffering 5 points of bludgeoning, thunder, fire, or force damage and are unaffected by other forms of damage. When a mirror is shattered in this way, it does not leave shards behind and simply disappears. The Shatter spell will instantly shatter any/all manifested mirrors and dismiss other mirrors you have summoned. In addition you take 5d10 thunder damage and lose the ability to access Mirror World until you have completed a long rest.
You can create portals into/out of Mirror World. You only need a mirror of any size as a focus for conjuring a Doorway. At 1st level, as an action you may open a Doorway into or out of Mirror World by using an existing mirror of any size within 100 feet of you (the doorway can be dismissed as a bonus action) and the mirror becomes an active Doorway. A mirror acting as a Doorway will shatter after taking 15 points of bludgeoning or force damage and if this happens the doorway vanishes (it does not become inactive). After a Doorway exceeding 3 feet in any direction has closed, you must wait five minutes (3 rounds in combat) before you can open another Doorway of similar or larger dimensions. When an active Doorway closes, unless it was shattered it becomes an inactive Doorway and cannot be entered. You may have a maximum number of active Doorways equal to your Shattered level ÷ 2 rounded down + 1 (inactive Doorways do not count towards this limit nor does a Doorway opened from within Mirror World). As long as you are within touch range of a mirror of any size, as an action you may use it to enter Mirror World (this does not create a Doorway and you may appear anywhere). A Doorway opened within mirror world can lead to any active Doorway in the Material Plane. Conversely an active Doorway in the Material Plane can lead anywhere within Mirror World provided it deposits the traveler on solid ground. If you are within Mirror World, you can activate any number of inactive Doorways (provided you do not exceed your maximum number of active Doorways), and render any number of active Doorways inactive. You can only do this once per short or long rest.
As an action, you can attempt to forcibly pull any creature in contact with the surface/within 5 feet of a Doorway (DM's Decision) into Mirror World if they fail a DEX/STR save versus your Spell DC. A willing creature with your permission can freely utilize an active Doorway as a means to enter/leave Mirror World (you decide where they are deposited following the above rules). A creature can attempt to forcibly enter Mirror World through an active Doorway if they succeed a INT check against your INT as the DC (you decide where they are deposited following the above rules). Any creature within Mirror World can be forced out via Doorway by an invisible force while you are within 20 feet of them and within Mirror World . In combat when you pull a creature into Mirror World, you can contain them there for a number of rounds equal to your constitution modifier +1 (minimum of one). Outside of combat you can forcibly contain creatures within Mirror World for a number of minutes equal to your Constitution modifier times 5, at which point they are ejected via the nearest mirror at the location they were drawn in from.
At 2nd level you gain expertise in two skills, if you are not already proficient then you gain proficiency in that skill.
After suffering having your mirrors shattered time and time again you have realized that even a shattered mirror has its uses. At 2nd level, as an action you may shatter an existing mirror within 60 feet of you and make a ranged attack on a creature within 10 feet of the shattered mirror, add your proficiency bonus to the attack roll. Damage for the shattered mirror is as follows: A Small mirror deals half your shattered level + 1 d8 slashing damage + 2d6 piercing damage, a Medium/Large mirror deals half your shattered level + 1 d10 slashing damage + 3d6 piercing damage, a Huge mirror deals half your shattered level d12 slashing damage + 6d6 piercing, and Gargantuan size mirrors deal your shattered level d12 slashing damage + 4d6 piercing damage. While you are within the Mirror World you may shatter and attack with up to two mirrors simultaneously. This number increases to 4 at level 11, and 6 at level 20.
Other Worldly Companion
At 4th level or higher,( you may wait till higher levels to a maximum of CR 14, to gain a higher CR ), you can pick a creature of (two times your shattered level) CR or less to make your familiar, it can fight on its own as if it was the creature with -3 constitution (minimum of 1). You can communicate with it telepathically, always know where it is, and can sense through it’s senses. If this creature dies it will return to your mirror dimension and can not be called upon until you finish a long rest and you get a +2 to attack rolls against the creature that killed it.
When you reach 3rd level, chose between Dreamer and Traveler, this gives you features at 3rd, 5th, 10th, 15th, and 20th
After being cut and damaged so many times you have gained the tough feat. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Ability Score Increase
When you reach 4th level, and again at 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.
At 5th level you gain the ability to attack twice.
Through your dedication to mastering your abilities, you have gained access to the Illusory Mirror. With it you can project complex illusions to fool your enemies. At 7th level the Illusory Mirror has four charges, and every 2nd level after 7th it gains an additional charge. By expending charges you can cast a spell from Illusory Mirrors list of powers. Each spell costs a certain number of charges and when the mirror's charges are exhausted it becomes unusable and must recharge. For every 2s hour not in use the Illusory Mirror regains 1 charge. While the Illusory Mirror is active you cannot utilize your other abilities and summoning it is an action. Doing so will dismiss any manifested mirrors and nearby (40 feet) active Doorways. When casting a spell using Illusory Mirror you do not need to concentrate on maintaining the spell, but cannot cast other magic as you are occupied directing the created illusion. The Illusory Mirror will shatter if it suffers 5 points of bludgeoning, thunder, force, or fire damage OR if the Shatter spell is cast within range. If the Illusory Mirror shatters you must spend 12 hours in Mirror World restoring it before you regain use of it .
The Illusory Mirror has access to the following spells
|1 Charge||2 Charges||3 Charges||4 Charges||6 Charges||9 Charges|
|Disguise Self||Silence||Fear||Phantasmal Killer||Seeming||Weird|
|Silent Image||Phantasmal Force||Major Image|
Project Mind: You can create an illusion of a scene that you can imagine or have seen before on a mirror's surface and can alter it at will. This skill can be used to help interrogate, intimidate, persuade, calm, pacify, stealth or any original idea the DM likes. The in game benefits would be advantage on checks that can be influenced by the illusion.
At 8th level you can enchant a mirror that cannot be broken of any size (based on creature size). The ritual takes 1 hour and once a new mirror is made invincible the old one shatters.
At 10th level you can use a mirror facing you to bend light away from you or into the eyes of an opponent blinding them. This lasts for 1 minute in combat and 10 minutes outside of combat, you can use this feature an amount of times equal to your Constitution modifier per long rest. While bending light away from yourself you gain the following benefits:
- Advantage on stealth checks
- Disadvantage on all attacks against you
- Advantage on all attacks made by you
At 14th level, as an action or reflex, your body can take on the reflective abilities of mirrors. You are able to reflect half the damage of any melee or ranged attack put against you until the beginning of your next turn. If the attack deals radiant damage or damage considered light based, you reflect the full damage of the attack. This can only be used once per long rest.
You are aware of any and all mirrors within a 5 mile radius of you. Additionally you may treat anything which can hold a reflection as if it were a mirror (it must be within line of sight). Once per long rest you may use an existing mirror to see what is reflected by any other mirror within this 5 mile radius.
At 20th level you have mastered your abilities and are a force to be reckoned with. When using your Manifest Mirror feature, you can manifest or dismiss any number of mirrors simultaneously as a bonus action. In addition you may have any number of active Mirror World doorways.
You enjoy travel and can't wait to explore the universe.
2 Way Mirror
You can create a link between existing mirrors so that you may travel between them. At 3rd level you may perform a 10 minute ritual on an existing mirror causing it to become a Linked Mirror. In order to create a Linked Mirror, it must be capable of reflecting your entire body. As an action you can create a Doorway between two Linked Mirrors and travel through one to the other. The number of pairs of Linked Mirrors that may exist at once is equal to your Shattered Lvl ÷ 2 rounded down (min 1). These mirrors can be shattered as easily as a normal mirror. The rules for utilizing these Mirrors are the same as a Mirror World Doorway.
At 3rd level, portals can be opened and closed as a reaction.
At 5th lvl, you and you alone can hear through any portal you summon.
At 10th level when opening a doorway from Mirror World to the Material Plane, the exit point may be any location you have previously visited and can clearly visualize in your mind.
At 15th level, you can open a portal to another plane in a one hour ritual. It must be placed on a mirror, and then a mirror will spawn in the plane you are trying to enter.
At 20th lvl portals can be placed upon any reflective surface.
Mirrors lead everywhere, even to imaginary worlds.
Mirror of Necessity
You have learned to give form to the images within your mind. At 3rd level you gain access to the Mirror of Necessity which allows you to conjure any non-magical item you have seen before so long as you have a complete understanding of that item and an image in your mind with which to conjure it. At 10th level you can conjure an imagined magical item using this feature provided you have a complete understanding of the enchantment(s) on that item. Conjuring items requires that Mirror of Necessity is Manifested and within 5 feet of you and doing so is an action. The Mirror of Necessity cannot be shattered or otherwise destroyed and cannot be used to create a Doorway. It will return to Mirror World when dismissed or not in use. You can only conjure objects with a maximum size category of Large when using this feature. The item lasts for 4 hours before fading out of existence, and anyone who makes an investigation check of 10 or more on a summoned item(s) can tell it is fake. You may use this feature 3 times before its power is exhausted and must be recharged. You regain all uses upon completing a short or long rest (minimum 5 hours).
Mirror of Holding
Your ability to conduct research has become significantly easier with this. At 3rd level you can now turn an existing mirror into a Mirror of Holding. You create a Mirror of Holding by destroying an object's reflection and placing the object within the now empty mirror. To create a Mirror of Holding, the mirror you are using must be large enough to hold the reflection of the item you are storing in its entirety. While stored in this way the mirror becomes a Mirror of Holding and the item is perfectly preserved in a state of suspended animation. If a Mirror of Holding is shattered the item is released from this suspended state. You may choose to destroy a Mirror of Holding as well as the item it stores and doing so grants you all of the information necessary to create the destroyed item using Mirror of Necessity. At 15th level, you are able to use this feature on a willing or deceased creature to create a Mirror of Holding. If a Mirror of Holding contains a living creature, you cannot destroy the mirror without first releasing the stored creature. While a Mirror of Holding remains within Mirror World, it cannot be shattered by any creature except you. Your maximum number of existing Mirror's of Holding is equal to your Shattered Level × 2.
Mirror of Engines
At 5th level, any weapons created by a Mirror of Necessity deal an extra 1d8 Radiant damage. This increases to 2d8 Radiant damage at 9th level and 3d8 Radiant damage at 13th level.
At 5th level you can create a Doorway to an Imaginary World instead of Mirror World (you must concentrate on creating the world for 2 rounds before the Doorway opens). This Imaginary World is an empty void containing a floating landmass of a size you determine but must, at minimum, be 10 miles in circumference and not exceeding 100 miles. When creating this World you decide the layout of the landmass, control the lighting (if any), and existing structures within the dimension. You may also populate this world with creatures of your choice whose combined CR is 10 or less. While you are within this dimension you may cast the Wish spell at will but doing so expends all of your spell slots and you cannot cast another spell until you complete a long rest. When using Wish: You cannot effect reality outside of this Imaginary World; any effects on you or another creature (such as raising your character level to 20) end upon exiting the dimension; any magic items or creatures created fade from existence if they are removed from this world (you can use Mirror of Holding on these items or creatures). This Imaginary World only exists for as long as it's Doorway does and will cease to exist if the Doorway is dismissed or it's mirror is shattered. If you are within the Imaginary World when the Doorway is shattered, you and any creatures that entered the doorway are ejected into the Material Plane at the location the of the shattered Doorway. Then you suffer 10 d10 necrotic damage. To forcibly pull a creature into an Imaginary World Doorway the creature must fail a save of your Spell DC - 10 (min 1) and creatures with an intelligence of 12 and higher get advantage. The Doorway otherwise functions the same as a Mirror World Doorway.
At 15th level, you can create creatures through Mirror of Necessity as long as you have destroyed one in Mirror of Holding. A creature conjured by Mirror of Necessity will obey any instructions you give them so long as they are capable of carrying them out. They are otherwise mindless and cannot think for themselves. In addition, you may now use the Mirror of Necessity and Mirror of Holding features on objects and creatures with a maximum size category of Huge.
You have mastered your powers over imagination and are no longer restricted to the confines of reality. At 20th level, imaginary items and/or creatures conjured by Mirror of Necessity will no longer disappear and are indistinguishable from the real thing. In addition items and creatures can be brought back from Imaginary World. Furthermore you may now cast Wish at will any number times using the Imaginary World Feature and no longer expend your spell slots. Lastly you may now use Mirror of Necessity freely and it no longer needs to recharge.
Prerequisites. To qualify for multiclassing into the Shattered class, you must meet these prerequisites: 13 Dexterity and 14 Charisma
Proficiencies. When you multiclass into the Shattered class, you gain the following proficiencies: Persuasion