College of Mirrors

Bards of the College of Mirrors learn to enthrall or deceive others by subtly distorting and subverting reality, like ripples on the surface of a pond. They are performers and artists who find fascination in the use of reflections to offer different views and perspectives of the world. As this fascination deepens, they learn to shape and otherwise manipulate reflections, either to captivate audiences or beguile unsuspecting victims. As their obsession reaches its peak, these bards learn to conjure myriad reflections from thin air, and even to blur the line between reality and the reflected world.

College of Mirrors Features

Bard Level Feature 3rd Tricks of the Light, Refractive Advance 6th Reflective Jaunt 14th Maze of Mirrors

Tricks of the Light

When you join the College of Mirrors at 3rd level, you gain proficiency in the Deception skill. If you already have it, you gain proficiency in one other skill of your choice.

You also gain the ability to cast the mirror image spell without using a spell slot. You regain the ability to do so after a long rest.

Refractive Advance

Also at 3rd level, you learn how to deceive your enemies' senses, impairing their ability to pinpoint and react to threats. When a number of creatures up to your Charisma modifier that you can see make initiative checks, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting it from those creatures' rolls. In addition, the first time each affected creature either is attacked or makes a saving throw before the start of its next turn, the attack roll is made with advantage or the saving throw with disadvantage. You cannot use this ability while surprised.

Once you use this ability, you can't use it again until you finish a short or long rest.

Reflective Jaunt

At 6th level, you learn to trade places with your reflection to evade attacks and pass obstacles.

As a bonus action, you enter a flat reflective surface that you can see and that is large enough to reflect your entire body. Your reflection in this surface immediately takes the place of your physical body, appearing fully three-dimensional and occupying your space. You can maintain this effect using your concentration (as if you were concentrating on a spell) for up to one minute.

For the duration, you control your reflection instead of your physical body on your turn. Your reflection can move up to your speed in any direction, including vertically, as long as it remains in a location that is reflected in the same surface that your physical form occupies.

Your reflection cannot attack, cast spells, use class features, or interact physically with the real world. You can see and hear as normal through your reflection, but it cannot make any sound. Your reflection is immune to all damage, as well as the effects of spells - attacks and spells simply have no effect on it, and creatures that try to affect it in any way immediately recognize it as an illusion. Any ongoing effects that you are under are suspended for the duration of this feature, and resume after it ends.

If the reflective surface you entered is cracked or shattered, or is made non-reflective by any means (such as by being scorched by fire), your physical body immediately takes the place of your reflection. If this is caused by an attack, a spell, or any other effect that deals damage, you take half its damage as soon as you reappear. A successful Dispel Magic spell cast upon the surface also ends the effect, causing your physical form and your reflection to switch places.

You can end the effect as a bonus action on your turn. When you do so, you immediately trade places with your reflection, causing your physical form to reappear in the reflection's space.

Once you use this ability, you cannot use it again until you finish a long rest.

Maze of Mirrors

At 14th level, you learn to create a swarm of illusory reflections which confuse your enemies. As an action, choose a number of creatures that you can see within 60 feet of you up to your Charisma modifier. When an affected creature makes an attack roll or casts a spell that requires a saving throw, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature's attack roll automatically misses, or its spell has no effect. On a successful save, the creature makes its attack roll with disadvantage, and then the effect ends; if it is casting a spell that requires a saving throw, all targets of that spell make their saving throws with advantage, and then the effect ends.

Once you use this feature, you can't use it again until you finish a long rest.