Humanoid

Mirage

The Mirage is a master of misdirection, illusion, and brilliant deception, weaving a tapestry of chaos on the battlefield. With dazzling bursts of light, they conjure blinding flashes that momentarily leave foes disoriented while their form shimmers and shifts like a mirage in the desert heat.

Their voice flutters like a whisper upon the wind, seeming to come from everywhere and nowhere, creating a haunting dissonance that unsettles even the steeliest of hearts.

Striking with unparalleled cunning from unseen angles, The Mirage embodies versatility—serving as a stealthy infiltrator for The Veil, a clever con artist spinning intricate illusions, or a spectral assassin wielding transformed light as a deadly weapon. This Trickster delights in sowing confusion, ensuring that their enemies can never grasp what is real amidst the vivid chaos—until it is far too late.

Endure: d8

Navigate: d6

Influence: d8

Glean: d10

Manifest: d12

Attack: d4

Armor: 2

Life Points: 8

Range: 10

Speed: 6

Size: Average

Mirror Image: 1st - Passive - Manifest - Self

The Mirage is always present in unexpected places, making their presence elusive. The first attack that would hit the Mirage misses them instead.

Spectral Duplicate: 2nd - Action - Manifest - 6 Spaces

The Mirage creates a flawless illusion of itself, leading enemies to waste their attacks. The Mirage selects an unoccupied space within range to create an Illusion. The Illusion lasts until the beginning of the Mirage's next turn or until it takes 1 point of damage. While the Mirage is within 6 spaces of the Illusion, it has advantage on all capacity checks made to avoid damage.

Dazzling Retaliation: 3rd - Reaction - Glean - 6 Spaces

The Mirage punishes attackers with beams of radiant energy. Whenever an enemy successfully lands an attack on the Mirage, the Mirage can use a reaction to unleash a burst of radiant light against the attacker. The attacker must succeed on an Endure check against the Mirage's Manifest or they will take Escalation damage and be blinded until the end of their next turn.

Warping Light: 4th - Action - Manifest - 12 Spaces - Focus - 1 Minute

The Mirage manipulates light to transform the battlefield. The Mirage selects up to 10 unoccupied spaces within range. Each chosen space must be adjacent to at least one other affected space. For the duration of this ability, the selected spaces are filled with a zone of warping light. Any creature that starts its turn in or enters within 3 spaces of the Warping Light must succeed on an Endure check against the Mirage's escalation damage. If they fail, they will be blinded until the start of their next turn.

Prismatic Erasure: 5th - Action - Manifest - 12 Spaces

The Mirage emits a burst of radiant energy, distorting reality and erasing its presence from the battlefield. The Mirage selects a space within range. All creatures in or adjacent to the chosen space must succeed on an Endure check against the Mirage's Manifest die. If they fail, they take Escalation damage and cannot target the Mirage with attacks or powers until the end of their next turn.