Mesmer

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The Mesmer

A
human dressed in fancy clothes walks quietly In other cases, they work with local authorities to
through the battlefield looking directly to the orc investigate unknown occurrences where magic is or may be
shaman in front of him. The orc rises his arms involved, and for tracking down dangerous spellcasters due its
and starts to shout an arcane spell. A small ball ability to control the energy used in spells, interrupting their
of fire appears in his hands, and with each word foes before they can cast a spell.
the ball grows larger and larger. When the
fireball was ready to be released, the human Combat Illusionists
points the orc while he quickly whispers some words, and just Mesmers are masters of illusion and control, subverting the
a second before the fireball is released, it disappears in the air, enemy’s energy for their own use, and that of their allies.
and the human starts to walk again towards the confused orc. Combined with any other profession, their skills provide
The gnome examines a large room, filled with empty crates excellent support, turning enemies’ powers against them and
and dusty tables. After a few minutes, she closes her eyes and changing the very fabric of reality to hinder foes and help
touches the ground to cast a spell. A few seconds pass, and in allies. Mesmers have the ability to cast spells quickly, which
a blink of an eye, the whole room is transformed into a clean can make all the difference in the heat of battle. Their powers
room, the crates are filled with weapons and in one of the of domination allow them to take control of enemy skills and
tables appears a complete map of the city and some letters energy. Their unique illusionary talents can slow or even halt
with orders for transporting illegal products. The gnome takes enemy movement and skill casting, or cause imaginary
the map and the letters and exit to the street in direction to illnesses that drain health and energy from foes while healing
the local authorities headquarter. and energizing allies. While Mesmers are not known for brute
The elf walks to the mansion entrance. He didn't know the strength, their abilities to confuse, distract, and drain the
guards, but that wasn't a problem. When he reaches the gate, enemy’s resources more than compensates.
he finishes to whisper an incantation, and then both guards
salute him and opens the door. The elf smiles and enter to the
mansion.
Whether an adventurer, an investigator or an infiltrator, a
mesmer controls the energy to manipulate minds, create
illusions and interrupt the flow of magic to stop a magical
effect or spell.
Energy Manipulators
For the common folk, a mesmer is an illusionist that came
from a circus who can create illusions and play tricks in the
mind of its audience for entertainment. Even though mesmers
can do that kind of tricks, they are more powerful than just a
local magician, and only a few knows or have seen the true
power of mesmers. They use the energy surrounding every
living entity and canalizes it to cast powerful spells, create
illusions, and striking the mind. They are constantly storing
energy and releasing it with each spell they cast, maintaining
the balance between the living creatures around them, unless
they decide to destroy the energy from a particular foe,
causing devastating mind strikes, and in some cases, draining
its energy.
Similar to wizards, mesmers studies the energy of the living
and manipulate the arcane essence of it to use it as they need.
Every mesmer school specialize in teaching and discovering
new ways to use the mesmer magic traditions: domination,
dueling, illusion and inspiration.
Covert Agents and Investigators
When an empire or guild can't send a thief or an assassin to a
place to collect information, they send a mesmer to gather
what they need. Mesmers can enter and leave a place like
nothing happened thanks to its illusions and trickery. Their
ability to disguise themselves and to distract foes using mind
tricks makes them the perfect infiltrators in stealthy tasks.

THE MESMER 1
Creating a Mesmer Class Features
Creating a mesmer requires a backstory related to one As a mesmer, you gain the following class features
mesmer traditions. As a starting character, you'll choose a
mesmer tradition that will guide how you use the energy, but Hit Points
the exact moment of discovery is up to you to decide. Perhaps Hit Dice: 1d6 per mesmer level
you belong to a mesmer family Maybe you discovered that you Hit Points at 1st Level: 6 + your Constitution modifier
can somewhat control that energy? Someone taught you the Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
basics of the mesmer magic? You learned some illusion tricks modifier per mesmer level after 1st
for entering the local circus? Did you attend a mesmer school
where you studied a mesmer tradition and practiced your Proficiencies
incantations? Did you were an apprentice investigator for a Armor: None
small town? Weapons: Simple weapons, greatswords, rapiers and
Quick Build scimitars.
You can make a mesmer quickly by following these Tools: Disguise kit
suggestions. First, Charisma should be your highest ability Saving Throws: Dexterity, Charisma
score, followed by Dexterity. Second, choose the entertainer or Skills: Choose two skills from Arcana, Deception, Insight,
the Investigator background. Third, choose the Energy bolt Perception, Performance, Persuasion, and Stealth
and Minor illusion cantrips. (You can find the investigator Equipment
background in the Sword Coast Adventurer's Guide) You start with the following equipment, in addition to the
  equipment granted by your background:
(a) a shortbow and quiver of 20 arrows or (b) any simple
weapon
An arcane focus, a dagger and an entertainer's pack
Mesmer Casting
With the manipulation of the energy flowing in you and in the
other creatures, you learned a way to use the magic based on
that energy. See chapter 10 of the Player's Handbook for the
general rules of spellcasting. The mesmer spell list is at the
end of this supplement.
Energy Points
The Mesmer table shows how many energy points you have to
cast your spells of 1st level and higher. Each spell has a point
cost based on its level. Instead of gaining a number of spell
slots to cast your spells from the Mesmer Magic feature, you
gain a pool of energy points instead. You expend a number of
energy points to create a spell slot of a given level, and then
use that slot to cast a spell. You can't reduce your energy
points total to less than 0, and you regain all spent energy
points when you finish a long rest.
Spells of 5th level and lower are the common spells a
mesmer will cast. You can use energy points to create a
maximum of three slots of each level of 5th or lower per long
rest.
Spells of 6th level and higher are particularly taxing to
cast. You can use energy points to create one slot of each level
of 6th or higher. You can't create another slot of the same level
until you finish a long rest.
The number of energy points you have to spend is based on
your level as a spellcaster, as shown in the Spell to Point Cost
table. Your level also determines you maximum-level spell slot
you can create. Even though you might have enough points to
create a slot above this maximum, you can't do so.
Cantrips
At 1st level, you know two cantrips of your choice from the
mesmer spell list. You learn additional mesmer cantrips of
your choice at higher levels, as shown in the Cantrips Known
column of the Mesmer table.

2 THE MESMER
The Mesmer
Proficiency Cantrips Energy Max Spell
Level Bonus Features Known Points Level
1st +2 Mesmer Casting, Mesmer Magic Tradition 2 4 1st
2nd +2 Fast Casting (2 uses) 2 6 1st
3rd +2 Charismatic, Energy Drain 2 12 2nd
4th +2 Ability Score Improvement 2 15 2nd
5th +3 — 3 20 3rd
6th +3 Mesmer Magic Feature 3 27 3rd
7th +3 Mesmer Knowledge 3 32 4th
8th +3 Ability Score Improvement 3 38 4th
9th +4 — 4 44 5th
10th +4 Mesmer Magic Feature 4 57 5th
11th +4 Fast Casting (3 uses) 4 64 6th
12th +4 Ability Score Improvement 4 64 6th
13th +5 — 4 73 7th
14th +5 Mesmer Magic Feature 4 73 7th
15th +5 Veil of Illusions 5 83 8th
16th +5 Ability Score Improvement 5 83 8th
17th +6 Fast Casting (4 uses) 5 94 9th
18th +6 Web of Disruption 5 94 9th
19th +6 Ability Score Improvement 5 114 9th
20th +6 Ether Feast 5 114 9th

Preparing and Casting Spells Spell to Point Cost


You prepare the list of mesmer spells that are available for you Spell Level Point Cost
to cast, choosing from the mesmer spell list. When you do so,
choose a number of mesmer spells equal to your Charisma 1st 2
modifier + your mesmer level (minimum of one spell). The 2nd 3
spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level mesmer, you have four 3rd 5
1st-level and two 2nd-level spell slots. With a Charisma of 16, 4th 6
your list of prepared spells can include six spells of 1st or 2nd
level, in any combination. If you prepare the 1st-level spell 5th 7
backfire, you can cast it using a 1st-level or 2nd-level slot. 6th 9
Casting the spell doesn't remove it from your list of prepared
spells. 7th 10
You can change your list of prepared spells when you finish 8th 11
a long rest. Prepairing a new list of mesmer spells requires
time spent in concentration on the energy: at least 1 minute 9th 13
per spell level for each spell on your list.
 

MESMER 3
Spellcasting Ability Energy Drain
Charisma is your spellcasting ability for your mesmer spells, At 3rd level, you can use your innate mesmer magic to take
since the power of your magic relies on your ability to use the your foes energy and recover yours. As an action, a creature
energy within yourself and others living creatures. You use you can see within 60 feet of you must make a Constitution
your Charisma whenever a spell refers to your spellcasting saving throw (DC equals to your mesmer spell save DC). On a
ability. In addition. you use your Charisma modifier when failed save, the target takes force damage equal to 1d6 + your
setting the saving throw DC for a mesmer spell you cast and Charisma modifier and you regain energy points equal half
when making an attack roll with one. the damage dealt. You can't regain more points than the
Spell save DC = 8 + your proficiency bonus + your Charisma energy points column in the mesmer table.
modifier The damage increases by 1d6 when you reach 10th level
Spell attack modifier = your proficiency bonus + your (2d6), and 14th level (3d6).
Charisma modifier Once you use this feature, you must finish a long rest before
you can use it again.
Ritual Casting
You can cast a mesmer spell as a ritual if that spell has the Ability Score Improvement
ritual tag and you have the spell prepared When you reach 4th level, and again at 8th, 12th, 16th, and
Spellcasting Focus 19th level, you can increase one ability score of your choice by
You can use an arcane focus (found in chapter 5 of the 2, or you can increase two ability scores of your choice by 1. As
Player's Handbook) as a spellcasting focus for your mesmer normal, you can't increase an ability score above 20 using this
spells. feature.

Mesmer Magic Tradition Mesmer Knowledge


At first level, you choose a Mesmer Magic Tradition: At 7th level, you are considered a sage on energy knowledge
Domination Magic, Dueling Magic, Illusion Magic or thanks to years of studying in the mesmer academy. You have
Inspiration Magic, which are detailed at the end of the class advantage on any skill check related to magic and arcane
description. Your choice grants you features at 1st level and knowledge you make.
again at 6th, 10th, and 14th level. Veil of Illusions
Fast Casting At 15th level, You create a magical veil around you, making
At 2nd level, you are trained to cast your spells faster than harder to read your intentions. You are now proficient with the
before to interrupt your foes and protect yourself. You have Charisma (Deception) and Charisma (Persuasion) skills.
two additional reactions which can be used in the same round Additionally, as a bonus action you can spend 2 energy points
or in separated rounds (allowing you to use three reactions to impose disadvantage on Wisdom (Insight) checks against
before your next turn or two reactions in two separated you for 10 minutes.
rounds). You can use these reactions only to use one of your Web of Disruption
mesmer spells or a mesmer feature. You regain any expended
reactions when you finish a short or long rest. At 18th level, you can focus on a foe and cast a powerful hex to
The number of extra reactions increases to three when you fully interrupt him for a short time.
reach 11th level in this class and to four when you reach 17th As an action, you target a creature and it must make a
level in this class. Charisma saving throw. On a failed save, it's paralyzed for a
In addition, when you take the Ready action to cast a number of rounds equal to your Charisma modifier.
mesmer spell, you can keep the spell ready for a number of At the end of each of its turns, the target can make another
rounds equal to your Charisma modifier. You don't need to use Charisma saving throw. On a success, the web of disruption
additional actions to keep the spell ready, and if you take the effect ends on the target. If the effect ends before the duration
Ready action again while you have a readied action or spell, of the web, the target takes 6d6 of force damage.
the previous one is lost. You can't use this feature in two or more creatures at the
same time or on a creature which has been under the effects
Charismatic of the Web of Disruption in the past 24 hours.
Starting at 3rd level, when you roll a 1 or 2 on a Charisma- Ether Feast
based skill check which you are proficient, you can reroll the
die and must use the new roll, even if the new roll is a 1 or a 2. At 20th level, you can now create two 6th level spell slots and
two 7th level spell slots per long rest instead of just once.
 

4 MESMER
Overload
Mesmer Magic Traditions Starting at 14th level, when you attack a single creature with a
The mesmers are masters of illusions and create confusion cantrip or spell, you can cause the attack to deal an extra 1d10
among their foes, taking the arcane energy in their force damage to the target.
surroundings, transforming and using it as they need.
Dueling Magic
Domination Magic The mesmers dedicated to the Dueling Magic are magical
The mesmers dedicated to the Domination Magic use skills fighters who uses powerful illusions of themselves to confuse
and spells that disrupt their foes while dealing damage. These and distract their foes while fighting in close combat.
mesmers also are focused on punishing their foes for
undertaking actions. Illusory Duelist
Mesmers using Domination Magic focus on shutting down Beginning at 1st level, you can use a weapon you're proficient
their enemies as much as they can. with as a spellcasting focus for your mesmer spells.
Also at 1st level, while you are wearing no armor and not
Visions of Regret wielding a shield, your Armor Class equals 10 + your Dexterity
At 1st level, when a creature within 60 feet of you that you can modifier + your Charisma modifier.
see hits you with an attack, you can use a reaction to cause the
creature to make a Charisma saving throw. The creature takes Conjure Illusions
2d8 force damage on a failed saving throw, and half as much At 1st level, as an action, you channel your energy to create an
damage to a successful one. illusion of yourself. It appears in an unoccupied space that you
You can use this feature twice before you finish a long rest. can see within 30 feet of you. The conjured illusions have an
AC of 10, 1 hit point, and a Strength of 2, they take their turn
Cry of Frustration on your initiative and they can move up to 30 feet to a space
Beginning at 6th level, when a creature within 60 feet that you you can see, but they must remain within 120 feet of you. A
can see makes a saving throw, you can use a reaction and conjured illusion mimics your movement, including your
expend 3 energy points to give it disadvantage on its first attacks, but deals no damage.
saving throw. If the creature fails the save, it also takes force The illusions lasts for 10 minutes, until you lose your
damage equal to 1d10 + your Charisma modifier. concentration (as if you were concentrating on a spell), or until
You can use this feature a number of times equal to your its hit points drops to 0. You can use your action to dismiss the
Charisma modifier (a minimum of once) before you finish a illusions.
short or long rest. Each time a creature targets you with an attack or spell
while you are within 5 feet of one of your conjured illusions, it
Power Lock must make an Intelligence saving throw against your spell
At 10th level, as a reaction when a creature you can see within save DC. On a failed save, it targets the illusion instead.
60 feet of you makes an attack or uses a spell, it must make a The number of illusions you create increases to 2 when you
Charisma saving throw. On a failed save, its attack fails and it reach 6th level, to 3 when you reach 10th level, and to 4 when
can't use the same attack or spell until the end of his next you reach 14th level.
turn. You can use this feature a number of times equal to your
Once you use this feature, you can't use it again until finish Charisma modifier (a minimum of once) before you finish a
a long rest. long rest.
 

MESMER 5
Distortion
At 6th level, you can distort your physical form to avoid some
damage. As a reaction when you take damage, you can halve
that damage against you. You can use this feature twice before
you finish a long rest.
Illusionary Condition
At 10th level, when you use a spell on a creature within 60 feet
of you which you can see, it must make a Wisdom saving
throw. On a failed save, the target is blinded or deafened (your
choice) and it can only use either a bonus action or an action
on each of its turns for a number of rounds equal to half of
your Charisma modifier (rounded up).
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once) before you finish a
long rest.
Improved Illusions Phantom Pain
At 6th level, while you have at least one of your illusions of Starting at 14th level, as a bonus action, a creature within 60
yourself, you can use the following options below. feet of you which you can see must make a Charisma saving
Illusion Strike. When you make a melee attack or cast a throw. On a failed save, the target takes 1d6 force damage at
spell, you can spend 2 energy points to do it as though you the beginning of each of its turns and any healing effect it
were in the illusion's space, but you must use your own receives is reduced to half for 1 minute. At the end of each of
senses. You can also use this option when you spend a its turns, the target can make another Charisma saving throw.
reaction for making an attack of opportunity. On a success, the Phantom Pain effect ends on the target.
Mirror Image. As a bonus action, you can spend 3 energy You can't use this feature in two or more creatures at the
points and create a new illusion within 30 feet of you. The same time.
maximum number of illusions you can have is determined by
the Conjure Illusions feature. Inspiration Magic
Phantasmal Swap. As a reaction when you are hit by an
attack or targeted by a spell, but before taking damage, you Mesmers who use Inspiration Magic focus on a more
can spend 3 energy points to swap your position with one of defensive style, giving resistances, reducing damage and using
your illusions within 10 feet of you. You can use this feature arcane energies to heal and protect himself.
twice before you finish a short or long rest. The Inspiration Magic uses special mantras, which are a
Shatter. As a bonus action, you can choose one of your series of stances that provide protection and defenses to the
illusions and destroy it. All creatures within 5 feet of the mesmer.
illusion must make a Dexterity saving throw. On a failed save, Mantra of Protection
it takes force damage equal to 1d10 + your Charisma modifier,
or half as much on a successful one. You can expend up to 6 At 1st level, you gain proficiency with another saving throw of
energy points to increase the damage by 1d10 for every 2 your choice. In addition, you learn the absorb elements spell,
energy points. which you always have it prepared, and it doesn't count
against the number of spells you can prepare each day.
Perfect Illusions
Starting at 14th level, if you are within 5 feet from a conjured Channeling
illusion of yourself, creatures have disadvantage on attack At 6th level, when you take an action to cast a spell, you can
rolls and spell attacks against you or against that illusion. use your reaction and spend up to two mesmer Hit Dices to
recover 1d8 energy points per each Hit Dice spend.
Illusion Magic Once you use this feature, you can't use it again until your
finish a long rest.
The mesmers who focus on the Illusion Magic focus on hinder
enemies, reducing their efficiency and movement with hexes Mantra of Restoration
and deceiving their foes. At 10th level, you can recover a small amount of energy when
The Illusion Magic also helps the mesmer with illusions using your spells. Whenever you use a 1st level or higher spell,
that trick your foes for your own benefit or provides defenses you gain 1 energy point. You cannot have more energy points
and temporary features for the mesmer. than shown on the table for your level, and every point left is
lost.
Imagined Burden
At 1st level, when a creature within 60 feet that you can see Mantra of Expel
moves or takes an action, you can use a reaction to reduce its Starting at 14th level, as a reaction, you can expend 3 energy
speed by half and the target can't take reactions for a number points to gain advantage on a saving throw against a spell. In
of rounds equal to half of your Charisma modifier (rounded addition, if the spell deals damage, you take only half damage
up). if you fail the check, and no damage on a success.
Once you use this feature, you can't use it again until finish
a short or long rest.

6 MESMER
Silence Scrying
Mesmer Spells
Spirit of Failure ME Seeming
Cantrips (0 Level) Suggestion Steel Wind Strike XGtE
Energy Bolt ME Zone of Truth Synaptic Static XGtE
Friends Wall of Force
3rd Level
Light 6th Level
Catnap XGtE
Mage Hand
Counterspell Disintegrate
Minor Illusion
Dispel Magic Globe of Invulnerability
Prestidigitation
Enemies Abound XGtE Guards and Wards
Sword Burst SCAG
Fear Mass Suggestion
Thaumaturgy
Haste Mental Prison XGtE
1st Level Hypnotic Pattern Programmed Illusion
Major Image
Backfire ME 7th Level
Nondetection
Charm Person
Phantom Steed Etherealness
Color Spray
Power Leech ME Forcecage
Detect Magic
Protection from Energy Mirage Arcane
Disguise Self
Remove Curse Mordenkainen's Sword
Dissonant Whispers
Slow Power Word Pain XGtE
Empathy ME
Project Image
Illusory Script 4th Level Squester
Mage Armor
Charm Monster XGtE Simulacrum
Magic Missile
Chaos Storm ME
Silent Image
Compulsion 8th Level
Sleep Antimagic Field
Confusion
Greater Invisibility Antipathy/Sympathy
2nd Level
Hallucinatory Terrain Dominate Monster
Alter Self
Otiluke's Resilient Sphere Feeblemind
Blindness/Deafness
Phantasmal Killer Glibness
Blur
Polymorph Illusory Dragon XGtE
Calm Emotions
Maddening Darkness XGtE
Crown of Madness 5th Level Mind Blank
Hold Person
Bigby's Hand Power Word Stun
Invisibility
Creation
Lesser Restoration
Dominate Person
9th Level
Magic Mouth Mass Polymorph XGtE
Dream
Mind Spike XGtE Psychic Scream XGtE
Greater Restoration
Mirror Image Shapechange
Hold Monster
Nystul's Magic Aura True Polymorph
Mislead
Phantasmal Force Weird
Modify Memory
Shadow Blade XGtE

Spells marked with ME can be found in the New Mesmer


Spells section below.

MESMER 7
Energy Bolt
New Mesmer Spells Evocation cantrip
Backfire Casting Time: 1 Action
1st-level enchantment Range: 120 feet
Casting Time: 1 reaction, which you take in response when Components: V, S
you see a creature making an attack within 60 feet of you. Duration: Instantaneous
Range: 60 feet As an action, you create a small energy bolt to strike one
Components: V, S creature or object that you can see within 120 feet of you.
Duration: Instantaneous Make a ranged spell attack against the target. On a hit, the
The creature must make a Wisdom saving throw. On a failed target takes 1d10 force damage.
save, it has disadvantage on the attack roll. If the attack still This spell's damage increases by 1d10 when you reach 5th
hits, the attacker takes 2d8 force damage on a failed save, or level (2d10), 11th level (3d10), and 17th level (4d10).
half as much damage on a successful one. Power Leech
At Higher Levels. When you cast this spell using a spell 3rd-level abjuration
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st. Casting Time: 1 reaction, which you take when you see a
creature within 60 feet of you casting a spell
Chaos Storm Range: 60 feet
4th-level evocation Components: V
Casting Time: 1 action Duration: Instantaneous
Range: 150 feet Choose a creature that is casting a spell within range that you
Components: V, S can see. The creature must make a Wisdom saving throw. On
Duration: Concentration, up to 1 minute a failed save, the creature takes 1d6 psychic damage and you
You create an energy storm in a 20-foot-radius sphere on the regain a number of energy points equal to half the spell level
ground centered on a point within range. The area is used by the creature (rounded up). Use the Spell to Point Cost
considered difficult terrain while the storm last. When a table to transform the spell level into points.
creature enters the area for the first time on a turn or starts its Spirit of Failure
turn there, it must make a Wisdom saving throw, taking 3d8 2nd-level enchantment
force damage on a failed save, or half as much on a successful
one. Casting Time: 1 action
You can use a bonus action to move the storm 10 feet in any Range: 30 feet
direction. Components: V
At Higher Levels. When you cast this spell using a spell Duration: 1 round
slot of 5th level or higher, the damage increases by 1d8 for You implant a spirit fully of thoughts with failures on your
every slot level above 4th. enemies to reduce their abilities in combat. Until the end of
Empathy
your next turn, that creature must roll a d100 when it makes
an attack roll. If the result is 1 to 25, the attack misses and the
1st-level enchantment spell ends.
Casting Time: 1 action
Range: 60 feet
Components: V, S Credits and Notes
Duration: Concentration, up to 1 minute Created by AeronDrake using GMBinder. Inspired on
the Guild Wars profession of the same name.
A creature that you can see within range must make a You can get the Spell Slots Version here.
Wisdom saving throw. On a failed save, the target is affected
by this spell. Until the spell ends, whenever the creature Artwork Credits. "Mesmer fan art" by Tsabo6;
makes an attack roll, it takes 1d10 force damage. "Mesmer" by Rekyua; "World Gate" by mohq;
The creature can make a Wisdom saving throw at the end "Broken Mirror" (unknown artist); "Gwen" by
of each of its turns. On a successful save, the spell ends. Kristen Perry;
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d10 for Current Version: V2.0
every slot level above 1st.
 

8 MESMER

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