Shattered (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 Pocket Mirror
- 1.2.4 Talking Shards
- 1.2.5 Project Self
- 1.2.6 Shard Trapper
- 1.2.7 Archtype
- 1.2.8 Other World Familiar
- 1.2.9 Ability Score Increase
- 1.2.10 Mirror Madness
- 1.2.11 Projection of Mind
- 1.2.12 Mirror Motion
- 1.2.13 Shatter Proof
- 1.2.14 Reflexive Physiology
- 1.2.15 Mirror Self
- 1.2.16 Mirror Conjuror
- 1.2.17 Realm of Mirrors
- 2 Collector
- 3 Siege Beast
A man stands in a room filled with mirrors. He walks towards one and vanishes appearing moments later with items from some far-off place. A woman with her sights on her target watches a man walk around the corner and shoots a window nearby only to have the projectile come out of a different pane so she secures the kill. An old man throws stones into a pond while guards approach and as another stone skips across the surface of the water it vanishes and reappears being flung through the reflection of one of the guards and hits him in the head as the old man slips away. Class was completed but not made by The King
Creating a Shattered
- Quick Build
You can make a Shattered quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Experiment background. Third, choose hand and pocket mirrors or even mirror shards
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: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shattered skill list level after 1st
Armor: Light, Medium
Weapons: daggers, darts, staff, sickle, bow, crossbow, improvised weapons
Tools: Rope Kit, Sewing Kit, or Diplomat’s Pack
Saving Throws: Dexterity and Constitution
Skills: Pick three, Arcana, Deception, Insight, Perception, Intimidation, History, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armour or or (b) hide armour
- (a) Scimitar, or (b) Whip, or (c) Any simple weapon
- (a) glass focus or (b) or trinket
- (a) shining kit or (b) dagger and darts or or (c) staff or spear w/ caltrops
- If you are using starting wealth, you have 4d8x5 starting gp in funds.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Pocket Mirror, Talking Shards||4||2||—||—||—||—||—||—||—||—|
|2nd||+2||Project Self, Shard Trapper||4||3||—||—||—||—||—||—||—||—|
|3rd||+2||Archetype, Archetype Feature||4||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Other World Familiar||5||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Mirror Motion||5||4||3||3||2||—||—||—||—||—|
|9th||+4||Projection of Mind||5||4||3||3||3||1||—||—||—||—|
|12th||+4||Ability Score Improvement, Shatter Proof||6||4||3||3||3||2||1||—||—||—|
|15th||+5||Mirror Self, Archetype Feature||6||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||6||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||6||4||3||3||3||3||2||1||1||1|
|20th||+6||Realm of Mirrors, Archetype Feature||6||4||3||3||3||3||2||2||1||1|
The same as Wizard without a spell book, Intelligence is the spellcasitng modifier and you can perform rituals. You can use any Arcane Focus or a mirror or shard of a mirror that is larger than 4 inches in any direction except thickness.
At 1st Lvl you gain a pocket dimension with endless amounts of mirrors ranging in all sizes. Anyone besides you or those you've allowed to enter will take 1d10 of force damage and 2d4 piercing to enter it.
You can store anything from people to items to illusions or even siege engines in this pocket dimension you just need any size mirror to act as your key (the mirror can be a shard of a mirror).
Opening the dimension is an action, you must summon it within 100 feet of you, and you may only have one opening to this dimension active at a time. This requires concentration until (CON score x 5) minutes outside of combat or (CON Mod +1) rounds while in combat.
You may move this mirror forward 30 feet as a bonus action.
In combat you can contain any creatures in the mirror dimension for a number of rounds equal to your constitution modifier +1 (minimum of one). Attacking the mirrors in this dimension will reflect the attack on the attacker. Outside of combat you can contain creatures in the space for an amount of minutes equal to your constitution score times 5.
Damage for entering the dimension unauthorized goes up by 1d10 as your level increases. 2d10 at 5th level, 3d10 at 10th level, 4d10 at 15th level, and 5d10 at 20th level.
After opening the dimension you need to take the amount of time it was open to wait until you can open it again. You may not open the dimension in a creatures square.
If you open it up under them then it is a Dex save vs. your Spell DC.
You can store yourself, your familiar, and any objects inside for an infinite period of time but you can not interact or do anything at all to the normal world.
You can force any creatures or objects outside of the dimension within 20 feet of you out of a free doorway that can only be exited or through any already existing mirror that you or the object can fit through (you can see out of the mirror to see where you will end up but can only see out of it, you can’t hear, smell etc.
It’s a one way glass for you, creatures looking at the mirror will see their reflection, unless they have true sight in which case the mirror acts like a normal window and they will see you). You can not communicate with any creature through the mirror but can choose to be seen.
At 1st Lvl you can shatter a mirror and spread the shards out and either leave the location or hide nearby and you will be able to hear and communicate with anything in or within 15 ft of the location.
At 2nd lvl you can cast an identical image of yourself with 20ft. Creatures that attack this instantly miss and the illusion can do anything that you can but can not interact with objects. At later levels you can project more than one image. At 7th level you can cast 2 images, 3 images at level 14 and 4 at level 17.
At 2nd level you can spread out mirrors or shards of mirrors in a closed shale and leave it as a trap, if a creature enters the shape then the shards glow and the area of your shape becomes a gateway to your dimension. It is your choice when you set the trap to have the creature take the damage or not. You can feel this happen if you are in the same plane of existence of the trap and can have as many active as you want.
When you reach 3rd level, chose between Collector and Siege Beast, this gives you features at 3rd, 5th, 10th, 15th, and 20th
Other World Familiar
At 4th level you can pick a creature of 5 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.
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 7th lvl you can unleash an illusion of a persons fear. whoever has the fear you unleash must make a wisdom check 15 or higher to pass. 14-10 afraid 3 turns or 4 hours, 9-1 flees battle and cautious when returning into the battle or paranoid for 3 days afraid for one week
Projection of Mind
At 9th lvl you can create an illusion of a scene that either you can imagine or have seen before and can alter it at will, but if altered while being used, then the enemy must make an Insight check against your spell DC to see through the illusion. This skill can be used to help interrogate, intimidate, persuade, calm, pacify, or even in stealth. The in game benefits would be advantage on Charisma checks that can be influenced by the illusion.
At 10th lvl you can use the mirror so far reality to bend light away from you. 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. While this is active you gain the following benefits:
- Advantage and +5 on stealth checks
- Disadvantage on all attacks against you
- Advantage on all attacks made by you
At 12th lvl you can chose one mirror that cannot be broken from tiny to medium(based on creature size) sized mirror
At 14th lvl, as an action, your body can take on the reflective abilities of mirrors. You are able to reflex half the damage of any melee or spell attack put against you until the end of your next turn. You take half of the damage and the other half goes onto the attacker. If the attack deals radiant damage or is considered light based, you reflect the full damage of the attack and take no damage.
At 15th Lvl you can morph yourself into a medium sized mirror that when anyone walks toward gets sent to anywhere you are thinking about if no place is selected then the enemy(if enemy) is trapped in a mirror and can be used as an attack in which the creature is allowed to use its momentum from when it was trapped to hit your enemy
At 18th level, you can use an action to conjure any creature equal to or below a CR of 10 and treat it as a familiar for 30 minutes. You may only have 3 creatures (including your familiar) present at one time. Any creature you make takes on the appearance that is it made entirely out of glass and have -3 Constituion (minimum of 1).
Realm of Mirrors
At 20th level you can turn either a 100ft radius around a point or a building or as small as a room and turn any and all mirrors in that vicinity into doors if you decide to use an area just put as many mirrors an that area as possible
You have gained an intrest in the sciences of creatures and can use your mirrors to affect the mind and body. Your dimension will be home to a plethora of experiments.
Bow of the Shattered Hunter
At 3rd level you can use a bonus action to conjure a bow made completely of mirrors, these mirrors can bend and flex like normal bow arms. When you conjure it, you get 6 arrows made of glass, they can not be retrieved as they shatter on impact. You can use your action to summon 6 more arrows if you need more. This bow uses the same stats for a longbow and you can make two ranged attacks with it as if you were two weapon fighting. Alternatively you may make two melee attacks with the bow arms as the glass is sharp. It is 1d6 slashing, finesse, light. These two may be mixed together to make one melee attack and one ranged attack. The bow disappears if you drop it or have it removed from your hand in any way, dispel it as a bonus action, counterspell is cast on it. Once it disappears it can not return for 1/2 the time you used it for. You may also use an arrow to open your dimension from where it hits but it may not hit a creature and you must state you are not going to hit the creature before you roll. You may open the dimension as a bonus action and anything within 15 feet of the arrow is sucked in.
Mirror of Binding
At 3rd level, you can use your dimension to trap a creature with 8 CR or less and when released the creature will do as you say to the best of its ability and even fight for you if needed. At 3rd you can only have two active creatures out at a time and you can hold an unlimited amount of creatures. With every level you gain 3 CR to the creatures you can hold with a max of 60 CR. You may divide your proficiency modifier plus 2 into each active creature’s stats to strengthen them. You always know the location of the creature while it is active and may command them telepathically. At any time can retract them back to your dimension as a bonus action.
At 5th lvl you have gained an unsatisfying hunger to experiment on the creatures you collect. Each modification adds 1 CR to that creature, you can modify certain stats, skills, abilities, or capabilities in any way that you can agree on with your GM. You may only have 3 modifications on a creature at once, when trying to get more you must replace one. You now can also modify yourself or willing allies. To perfect this skill you will need to repeatedly perform these operations on enemies or willing participants up to 8 times in order to reproduce it on the first try with other creatures or on yourself. Each operation must be seperate and takes 1 hour per modification made. (wait until a rest to do these operations) When you preform an operation, the creature being operated on must make a DC 10 CON save or take 3d8 damage that can not be reduced by resistance or immunity. The DC goes up by 2 per modification made. Adding 2 things would be DC 12, 3 would be 14. After you have performed that operation 8 times on enemies or willing participants, the saving throw is removed.
Humanoid Creature Binding
At 10th lvl you can now capture humanoid creatures, if they are allies you must release them within 6 hours our they will be enslaved without free will, or in other words dead.
At 15th level, you can preform surgeries in half the time and can add one more modification to any creature.
At 20 lvl you have messed with physioligy of countless creatures at this point and now you can combine creatures or people. When combining creatures you must use a short rest (for better results wait 6 hours while combining) and when combining people they must take a CON save or die and will take a long rest, neither of these rests used will count as an actual rest and you can not heal for any amount during this time.
Mirrors are powerful weapons of war, you use mirrors to conceal weapons, conjure armies, and turn the tides of war.
Mirrors of War
At 3rd level as a bonus action you can conjure any non magical weapon and ammunition out of a mirror or your dimension. The weapon is identical to the normal weapon and if you land a hit you may for free open your dimension anywhere within 15 feet of you or the target you struck. As an action you can use your conjured weapon to flash out beams of light for 50 feet and anything in that area takes 3d6 radiant damage. Damage increases as you go up levels, after every feature gained in this archetype, increase the damage by 1d6 (besides Mirror of Holding because you get that right now).
Mirror of Holding
At 3rd level, you can store any amount of projectiles you want but there are limits put in place, at 3rd lvl 15% of what is stored can be used. You can use this as a reaction to any ranged attack. When this happens roll a d20 and add your spell casting attack modifier, this is contested against the attack roll. If you succeed, you open a small gate to your dimension and the projectile flies into it. If you fail you will be hit by the projectile as normal. On your turn you can choose to launch the projectiles you launch the percentage your level gets back to the attacker as an action, this counts as a normal ranged attack and follows the rules of a ranged attack. You may also use this as a place to store ammunition. At 8th lvl 30% at 15th lvl 60% is used and at 20th you can choose the amount you can unleash at once, max 100%
Mirror of Engines
At 5th level you can summon a huge mirror that, at will a type of siege engine will come out with its crew made of mirrors intact. You can command the crew telepathically, you may command multiple crews at once up to 3. Consult the seige weapons page of the wiki for information on engines.
Mirror of Legion
At 10th lvl you can summon a mirror to unleash a legion of glass like creatures that resemble a familiar each "legion" has 20 creatures +5 for every level after this each creature is 1 foot tall all stats are 10 and have 5 hp +1 per level, 12 AC, and armed with any simple weapon you specify, at 15th level you can specify martial weapons.
At 15th level you can summon living moving towers just like what would be on a fort but as ranged attack towers for use of defensive assaults or guarding certain areas they are 60 feet tall and have 4 people in the perch at the top with longbows.
At 20th lvl you gain a mirror that is linked to an astral forge that, as long as you are there, you can make a copy of any armor or weapon you have ever seen but weaker and can boost stats, this item may be a magic item. To make something it takes 8 hours work but no raw materials. Anyone can use the item but only you may forge it. When using one of the items you may add +2 (maximum 20) to any 3 ability scores this does not stack with multiple items. The item can only be used 5 times before breaking, you may take all the pieces back to the forge and repair it in one hour. If it is an armor, it adds a bonus +2 to AC. If it is a weapon it has a +2 to attack and damage rolls.
Shattered Spell List
You may get any cantrips available to the Sorcerer.
You may also use the Sorcerer spell list instead.
- 1st Level
Mental Prison ( half damage than the original) , Silent Image, fear, continual flame, create or destroy water, demiplane, goodberry, webs
- 2nd Level
weird, mirage arcane, dream,calm emotions, cause fear, detect thoughts, guards and wards(halved damage), mage hand
- 3rd Level
animate objects, druidcraft( if fey or elvish), elemental weapon, leomund's tiny hut, levitate,
- 4th Level
Hallucinatory Terrain, blade barrier, dimension door, gaseous form, fly, guards and wards(full damage)
- 5th Level
mental prison (full damage), illusory dragon, heros feast, modify memory
in order to multiclass you must have want to preserve things and be any from cn to cg alignment
To qualify for multiclassing into the shattered class, you must meet these prerequisites: 12 dex 15 charisma 15 con at minimum
When you multiclass into the shattered class, you gain the following proficiencies: deception and persuasion and one kit of choice