A mystical support class that manipulates reality through illusionary mirrors to heal allies and mislead enemies.
Mirror Weavers summon illusionary reflections called Shards that heal allies and confuse enemies. Their magic blends illusion, restoration, and spatial manipulation, allowing them to control the battlefield while keeping allies alive.
Becoming a Mirror Weaver...
As a Level 1 Character:
Gain all the traits in the Core Mirror Weaver Traits table.
Gain the Mirror Weaver's level 1 features, which are listed in the Mirror Weaver Features table.
As a Multiclass Character:
Gain the following traits from the Core Mirror Weaver Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
Gain the Mirror Weaver's level 1 features, which are listed in the Mirror Weaver Features table. See the multiclassing rules in multiclassing to determine your available spell slots.
Class Features
Core Mechanic: Illusion Shards
Starting at Level 1, Ying can create magical mirror constructs.
Illusion Shard
Bonus Action to create within 30 ft.
Stats:
AC = 12 + proficiency
HP = 5 × class level
Max Shards:
If destroyed, shards shatter harmlessly.
Shard Aura
Each shard emits a 15-ft aura.
Allies in the aura regain:
- 1d4 + Charisma modifier HP at the start of their turn.
Healing increases:
Level 1 – Mirror Shards
Create illusionary healing constructs.
Level 2 – Dimensional Step
Bonus Action teleport 20 ft.
Uses: Proficiency bonus per long rest
Level 3 – Subclass
Choose:
Level 5 – Shard Resonance
If two shards overlap:
- A creature, healing is doubled.
- Enemies in overlapping zones take 1d6 psychic damage per turn.
Level 7 – Mirror Burst
As an action Detonate a shard.
Effects:
- Allies in 15 ft heal 3d6 + CHA
- Enemies take 3d6 radiant damage
Level 9 – Perfect Reflections
Whenever you teleport:
- Create one shard at the starting location.
Level 11 – Dual Casting
When casting a healing spell, a shard within 30 ft repeats the healing at half value.
Level 14 – Infinite Reflections
When a shard is destroyed:
- You may immediately create a new shard within 30 ft.
Once per round.
Level 18 – Illusion Network
All shards are connected.
Once per turn:
- You may teleport between any shards without spending Dimensional Step.
Level 20 – Mirror Goddess
Ultimate ability (once per long rest).
Action.
For 1 minute:
- Allies inside shard aura gain resistance to all damage
Spells
Details
Spellcasting Ability: Charisma
Spell List:
- Use the Bard spell list with additional spells always known
- use the Bard's spellcasting rules to determine slots and levels
Subclasses
Path of Life Exchange
Your shards no longer deal damage. Instead:
You may use an action to command a shard to heal:
- Heal 4d6 + CHA to a creature in its aura.
Uses: CHA modifier per long rest
Level 6 – Rapid Healing
Whenever a creature receives shard healing:
- They gain temporary HP equal to your proficiency bonus.
Level 10 – Overflowing Vitality
If a target is healed above maximum HP:
- Excess becomes temporary HP up to twice your CHA modifier
.
Level 14 – Restoration Pulse
Once per turn when a shard heals it also removes one condition:
Path of Resonant Illusion
Level 3 – Resonance Beam
As an action:
- A shard fires an illusion beam at a creature within 60 ft
.
Damage:
2d8 psychic
Scales:
Level 6 – Echoing Damage
When a shard damages a target:
- Another shard may repeat the attack at half damage.
Level 10 – Hallucination Field
Enemies inside shard aura suffer:
- Disadvantage on perception checks
Level 14 – Reality Fracture
Once per turn when a shard deals damage:
- You may teleport the target 10 ft in any direction.
Path of Fractured Reality
Level 3 – Swap
Bonus Action:
- Swap positions with one of your shards.
Range: 60 ft
Uses: Proficiency bonus per long rest
Level 6 – Mirror Dash
When you teleport:
- Allies within 10 ft of the starting point may move 10 ft without provoking opportunity attacks.
Level 10 – Dimensional Collapse
As an action pull creatures within 20 ft of a shard toward it.
- Enemies must succeed a Strength save or be pulled 15 ft.
Level 14 – Split Existence
When you teleport:
- Create an illusion duplicate that lasts 1 round.
- Enemies attacking you must roll a DC 15 WIS save to determine if they hit the illusion.