Mirror Knight A Half-Orc in plate armor is fighting a goblin, when all of a sudden the goblin lands a vicious bite on the orc's neck. Bearing his small teeth but making a big wound, he smiles at his handiwork. Suddenly, he feels a searing pain in neck, he looks over to notice that he has a bite pattern identical to his as he begins to bleed out. A human in the city takes up a bet to see if he could land one hit on an unassuming dwarf he just met. They stand fast as the fight begins, and to the human's astonishment he couldn't land a single blow. The dwarf was mirroring his exact swings, blocking them with extreme precision. Analytical Warriors Most who become mirror knights tend to spend years analyzing their opponents and all types of creatures they meet around the globe. They learn from all types of life forms on how to attack and defend themselves, the mirror knights are instantly able to mimic them and use their greatest strengths against them. The bigger they are, the harder they fall. Help Is Everywhere Mirror knights are often able to grab help from reflections cast upon themselves and their allies from either natural means, such as reflection from water, or unnatural means, such as illusions, without being spellcasters themselves. These reflections that they call upon, quickly appear and do what is told, without uttering a word unless told to do so. Creating a Mirror Knight When creating your mirror knight, think about your background and motivations carefully. Mirror knights tend to be very detail oriented and meticulous. You must think about how you became a mirror knight, did it come from a teacher or a self taught fascination? Were you raised in a forest perhaps, and learned to fight through the wildlife there, or did you learn it from defending yourself from ruffians trying to steal your goods? Quick Build You can make a Mirror knight quickly following these suggestions. First make Strength or dexterity your highest ability score, depending if you want to focus on melee weapons or archery(or finesse weapons). Your next highest score should be constitution. Then pick the outlander or Gladiator background. The Mirror Knight Level Proficiency Bonus Features 1st +2 Hardened Body, Fighting Style 2nd +2 Mirror Attack 3rd +2 Reflection Type 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Mirror Ally 7th +3 Reflection Type feature 8th +3 Ability Score Improvement 9th +4 Appitute Focus 10th +4 Reflection Type feature 11th +4 Hardened Weapon 12th +4 Ability Score Improvement 13th +5 Mirror's Edge (2 uses) 14th +5 Reflection Type feature 15th +5 Impromptu Training 16th +5 Ability Score Improvement 17th +6 Appitute Focus improvement, Mirror Attack/Ally(two uses) 18th +6 Hardened Body improvement 19th +6 Ability Score Improvement 20th +6 Perfect Mirror

Class Features As a Mirror Knight you gain the following class features Hit Points Hit Dice: 1d10 per Mirror Knight level

1d10 per Mirror Knight level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mirror knight level after 1st Proficiencies Armor: All armor, shields

All armor, shields Weapons: Simple weapons, and martial weapons

Simple weapons, and martial weapons Tools: Glassblower's tools Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose two from Perception, Performance, Athletics, Investigation, Medicine, and Acrobatics Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon (a) Chain Mail or (b) leather, Longbow, and 20 Arrows

(a) a Dungeoneer's Pack or (b) an Explorer's Pack Alternatively, you could begin with starting wealth of 5d4 x 10 gp and purchase starting items of your choice.

Hardened Body At 1st level, your body becomes hard and gains a tough sheen. Whenever you roll initiative, you gain temporary health equal to half your mirror knight level. At 18th level, you gain resistance to piercing, bludgeoning and slashing damage as long as you have the temporary health granted to you by this feature. Fighting Style At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield. Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons. Mirror Attack Starting at 2nd level, you learn to mimic creatures and mirror their exact movements. Whenever you take damage from a melee attack, you may use your reaction to mirror the attack. You roll with your enemy's attack and damage modifier and apply any additional effects the attack may have. You must finish a short or long rest to use this feature again. Starting at 17th level, you can use it twice before a rest. Reflection Type Starting at 3rd level, your body begins to attune itself to your preferred type of mimicry. Some choose to use refined reflection of a Diamond while others may choose another route to mimic their surroundings. Your choice gains more features at 3rd level and again at, 7th, 10th, 14th level. Ability Score Improvement When you reach 4th level, and again at 6th, 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. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Mirror Ally Beginning at 6th level, You learn to mimic your ally's action. As an action, you may choose to call upon the reflection of your ally to copy their last action using your ally's relevent modifiers, choosing the new targets if needed. If the action was used to cast a spell, you must provide any materials worth over 25gp. You must finish long rest to use this feature again.

Aptitute Focus At 9th level, your abilities to analyze others has come to some very keen insights on others. Depending on who you choose to observe will give a different benifit. You may only choose once, once you make a choice you cannot change it. Spellcasting Focus. You may choose to observe someone with the spellcasting trait. You gain the ability to choose one class: bard, cleric, druid, ranger, paladin, sorcerer, warlock, or wizard. You choose one 1st-level spell from that class's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, paladin, sorcerer, or warlock; Wisdom for cleric, ranger, or druid; or Intelligence for wizard. At 17th level you may choose a 3rd-level spell from the same spell list you chose previously. You must cast it at its lowest level and must also finish a long rest before you can cast it again. Combat Focus. If you choose to observe an experienced warrior you can make an extra attack as a bonus action. You must finish a long rest before using this feature again. At 17th level you can use it twice before a rest. Skill Focus. If you choose to observe an expert in an ability that you are not experienced with you can gain profiency in a skill that you observed. Starting at 17th level, you gain expertise in that skill. Mirror's Edge At 11th level, You gain the ability to mimic your own weapon. Once per round, whenever you hit an enemy with your weapon and roll your damage, you may roll an extra damage die.If your weapon rolls more than one die you may choose only one. Impromptu Training Starting at 15th level your ability to copy exact movements helps you understand how others perform their craft. Whenever you observe a creature proficient in a tool kit, you may spend ten minutes analyzing their use of it. You gain proficiency in the tool kit for 24 hours. You may be only proficient in 1 tool kit at a time. Perfect Mirror At 20th level, you can perfectly mirror anything thrown at you. Whenever you use your mirror attack or mirror ally feature, you may choose to also copy the roll as well. Reflection Type They are many mirrors in this world, some man made and others natural. Mirror knights often take a fascination towards one of the types of reflection out there and augment their bodies in pursuit of their studies. Diamond Type Some say diamonds give the purest of the reflections, being able to precisely mirror anything to the nanometer. Diamonds are said to represent purity and resilience giving those who learn from it. Diamond Attack/Ally Starting at 3rd level, your body and weapons begins to show signs of hardening transforming you into a purer version of yourself. When you use your mirror attack feature, A hardened shell of diamond covers you. You gain resistance to all of the damage from the attack. Additionally you may change your mirror attack damage type to your weapon's damage type. Hard Shell Starting at 7th level, your body hardens further to reflect your foes attacks. Whenever you gain temporary hp from your hardened body you gain additional temporary hp equal to your constition modifier. Worth of a Diamond At 10th level, you understand the worth and nature of the gems and odd magical items due to your familiarity. After examining the item for at least 10 minutes, you learn if the item is magical or cursed but nothing more about the magical properties of the item. Additionally, you may discern the fair market value of the item, as well as having advantage on charisma and wisdom checks to buy or sell items. Radiant Diamond Starting at 14th level, your body becomes a perfect reflection of light, able to blind your enemys. As an action, each creature the mirror knight chooses within 30 ft of you must make a constituion saving throw(DC equal to 8 + your proficiency bonus + your Constitution modifier) or be blinded for 1 minute. Blinded creatures may attempt the saving throw again at the end of thier turn. You must finish a short or long rest to use this feature again. Chameloen Type Some mirror knights believe that reflecting not only the opponent but everything around them is the way to truely understanding what is around them Blending Mirror Starting at 3rd level, your body becomes partially translucent, always shifting making your true form very hard to make out. After you use your mirror attack you may choose to move up to 30ft afterwards. This does not provoke attacks of opportunity. Additionally, you may change the damage type of your mirror attack feature to psychic damage. Shifting Step At 7th level, you learn to blend in the battlefield while you run to make it hard to pin you down. Attacks of oppurtunity have disadvantage agaisnt you.