Professional Documents
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# Mesmer
Mesmers are masters of illusion and control, subverting the enemy’s Energy for
their own use, and that of their allies. Combined with any other profession, their
skills provide excellent support, turning enemies’ powers against them and changing
the very fabric of reality to hinder foes and help allies.
Mesmers have the ability to cast spells quickly, which can make all the difference
in the heat of battle. Their powers of domination allow them to take control of
enemy skills and Energy. Their unique illusionary talents can slow or even halt
enemy movement and skill casting, or cause imaginary illnesses that drain Health
and Energy from foes while healing and energizing allies. While Mesmers are not
known for brute strength, their abilities to confuse, distract, and drain the
enemy’s resources more than compensates.
## Class Features
As a mesmer, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d6 per mesmer level
- **Hit Points at 1st Level:** 6 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per
mesmer level after 1st
#### Proficiencies
___
- **Armor:** None
- **Weapons:** Simple Weapons
- **Tools:** Disguise Kit
___
- **Saving Throws:** Charisma, Dexterity
- **Skills:** Choose two skills from Arcana, Deception, Insight, Perception,
Performance, Persuasion, and Stealth
#### Equipment
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
The Mesmer casting is divided into **signets** and **incantations**, which gives
enough flexibility to the mesmers to adapt their abilities for each situation.
#### Signets
A signet is a small magic effect you have mastered in your training as a mesmer. At
1st level, you know two signets of your choice (see the signet options later in
this class description). You learn additional signets of your choice at higher
levels, as shown in the Signets Known column of the Mesmer table.
#### Incantations
Incantations are the core of the mesmers, based on their constant training on the
manipulation of the energy. The incantations are divided in two types: normal
incantations and elite incantations. Even though there is a wide list of
incantations, the mesmers master only a few of them at a time.
Each incantation has a **mesmer focus**, which is a temporary bonus you have while
focused on that incantation, and a number of **tiers**, which are different options
for using the incantation.
<img
src='http://i.imgur.com/COHZuIT.png'
style='position:absolute;bottom:-215px;right:-100px;width:550px' />
In addition, whenever you gain a level in this class, you can replace one
incantation you know with a different one of your choice. You can replace a normal
incantation with an elite incantation.
You must be at least 5th level to learn an elite incantation, and you can only
learn elite incantations from your mesmer magic tradition.
```
```
<div class='descriptive'>
##### Elite incantations example
Faelnor can use the tier 1 of the *Chaos Storm* and *Power Flux* incantations as
much as he have energy points to do so.
If he uses the tier 2 or tier 3 of *Chaos Storm*, he can't use that tiers again nor
the higher tiers of the *Power Flux* incantation until he finish a long rest.
</div>
<div class='pageNumber auto'></div>
<div class='footnote'>MESMER</div>
\page
Your level also determines the maximum-level incantation you can use, shown in the
Level Limit column in the Mesmer table. Even though you might have enough points to
use an incantation above this maximum, you can't do so.
```
```
Starting at 17th level, you have four additional reactions instead of two.
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 of the Web of Disruption in the past 24
hours.
<img
src='http://i.imgur.com/C7PK5Pe.png'
style='position:absolute;bottom:-225px;left:-60px;width:500px' />
Mesmers using Domination Magic focus on shutting down their enemies as much as they
can.
You can use this feature a number of times equal to your Charisma modifier (a
minimum of once) before you finish a short or long rest.
After using this feature you must finish a short or long rest.
#### Overload
Starting at 14th level, when you attack a single creature with a mesmer signet or
incantation, you can cause the attack to deal an extra 1d10 force damage to the
target.
The Illusion Magic also helps the mesmer with illusions that trick your foes for
your own benefit or provides defenses and temporary features for the mesmer.
```
```
After you use this feature, you must finish a short or long rest.
#### 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 short or long rest.
You can use this feature twice before you finish a short or long rest.
The Inspiration Magic uses special mantras, which are a series of stances that
provide protection and defenses to the mesmer.
#### Channeling
At 6th level, you can recover a small amount of energy when using your
incantations. Whenever you use a mesmer incantation tier, you recover 1 energy
point.
## Mesmer Incantations
The mesmer incantations are the result of all of the training and mastery for
mesmers in the use of arcane energy. They are the way to take the energy from
themselves and others and cast and use their illusions and abilities.
The incantations are trained in each mesmer college and they are the vivid image of
the type of magic taught on each mesmer college. However, a mesmer may learn any
incantation regardless of its mesmer magic of preference.
Some options show a range of energy points, rather than a specific cost. To use
that option, you must spend a number of points within that point range, still
abiding by your energy limit.
Each option notes specific information about its effect, including the action
required to use it (if any), its range, and whether it requires concentration. If
an option doesn’t state that it is used as an action, a bonus action, or a
reaction, using it requires no action.
#### Components
Incantations requires verbal and somatic components. You need an arcane focus for
using an incantation effect that reproduces a spell which requires materials.
#### Duration
An option in an incantation specifies how long its effect lasts.
```
```
Some incantations require you to make an attack roll to determine whether the
incantation’s effect hits its target. The attack roll uses your mesmer casting
ability.
Your proficiency bonus determines the number of creatures you can hex at the same
time. Each hex last for a number of rounds equal to your Charisma modifier (the hex
ends at the end of your last turn).
Incantation and magic are separate effects, and therefore their benefits and
drawbacks overlap. An incantation effect that reproduces a spell is an exception to
this rule. For this incantations use the mesmer casting ability instead the
spellcasting ability and the spell save DC.
Use the "Spell to Point Cost" table to see how many energy points cost to cast the
spell (and use the incantation) or to improve an incantation using a higher tier.
For example, if you use the *Power Flux* incantation at tier 2, which reproduces
the *Disintegrate* spell, you must spend 9 energy points to do so, and if you want
to use it as a higher level for the extra damage, you must spend 10 to 13 energy
points depending on the spell level you want to replicate (A *Disintegrate* spell
casted as a 9th level would cost you 13 energy points).
##### Incantations
| Incantation | Type | Mesmer Magic |
|:--------|:-----|:-----|
| Accumulated Pain | Normal | Illusion |
| Arcane Conundrum | Normal | Illusion |
| Backfire | Normal | Domination |
| Blackout | Normal | Domination |
| Calculated Risk | Normal | Illusion |
| Chaos Storm | Elite | Domination |
| Conjure Phantasm | Normal | Illusion |
| Crippling Anguish | Elite | Illusion |
| Elemental Resistance | Normal | Inspiration |
| Empathy | Normal | Domination |
| Energy Burn | Normal | Domination |
| Fragility | Normal | Illusion |
| Hex Breaker | Normal | Domination |
| Illusion of Haste | Normal | Inspiration |
| Illusionary Guardian | Normal | Inspiration |
| Illusionary Weaponry | Elite | Illusion |
| Inspired Recovery | Normal | Inspiration |
| Mantra of Restoration | Elite | Inspiration |
| Mistrust | Normal | Domination |
| Physical Resistance | Normal | Inspiration |
| Power Flux | Elite | Domination |
| Power Leech | Elite | Inspiration |
| Shatter Delusions | Normal | Domination |
| Shrinking Armor | Normal | Illusion |
| Spirit of Failure | Normal | Inspiration |
| Tease | Normal | Illusion |
| Veil of Illusions | Normal | Inspiration |
You mesmer power allow you to damage your foes with illusory pain.
___
- **Mesmer Focus:** While focused on this incantation, you gain temporary hit
points equal to your incantation attack modifier.
- **Tier 1 (2):** As an action, you can make a ranged incantation attack against a
creature within 90 feet that you can see. On a hit, the target takes 3d4 force
damage immediately and 2d4 force damage at the end of its next turn.
- **Tier 2 (5):** When you use this incantation at this tier, the damage (both
initial and later) increases by 2d4 and it can't regain hit points until the start
of your next turn.
```
```
Years of studying the art of distraction and confusion allows you to curse your
enemies with old forgotten conundrums.
___
- **Mesmer Focus:** While focused on this incantation, you have advantage on any
skill check related to magic and arcane knowledge.
- **Tier 1 (2-13, C):** As a bonus action, you can cast the *hex* spell.
#### Backfire
*Normal incantation (Domination)*
Your training as mesmer permits you to deal some damage taken in form of pure
energy as retaliation.
___
- **Mesmer Focus:** While focused on this incantation, you gain resistance to force
damage.
- **Tier 1 (2):** As a reaction, when you're attacked by a creature that you can
see you can impose disadvantage on one attack roll made against you. If the attack
still hits you, the attacker takes force damage equal to half your mesmer level
(rounded up).
- **Tier 2 (3):** When you use this incantation at this tier, if the attack still
hits you, the attacker takes force damage equal to your mesmer level + your
Charisma modifier.
#### Blackout
*Normal incantation (Domination)*
By focusing on casting your incantations faster than others, you can try to
interrupt other spells at cost of using your energy.
___
- **Mesmer Focus:** While focused on this incantation, when you're attacked by a
ranged spell, you can use your reaction and expend 1 energy point to impose
disadvantage on the ranged spell attack roll.
- **Tier 1 (5-13):** As a reaction, you can cast the *counterspell* spell.
Even though mesmers are not the best for sustaining constant damage, you can force
your enemy to hit you and to take some of the damage for that.
___
- **Mesmer Focus:** While focused on this incantation, as an action, a creature
within 20 feet of you must make a Wisdom saving throw. On a failed save, it's hexed
and it must attack you while hexed.
- **Tier 1 (5):** If a hexed creature hits you, you can use a reaction to force it
to make a Wisdom saving throw. If the creature fails the save, you only takes half
damage and the creature attacking you takes force damage equal to the amount of
damage you take (rounded up).
- **Tier 2 (9):** When you use this incantation at this tier, if the creature fails
the save, you receive no damage and the creature attacking you takes force damage
equal to half the amount of the total damage it would have dealt (rounded up).
As part of your illusion training, you can create the deepest fears of your foes in
their minds, breaking them from inside.
___
- **Mesmer Focus:** While focused on this incantation, as an action, a creature
within 60 feet of you must make a Wisdom saving throw. On a failed save, it's
considered hexed and it's forced to attack you while hexed.
- **Tier 1 (6-13, C):** As an action, you can cast the *Phantasmal Killer* spell.
#### Crippling Anguish
*Elite incantation (Illusion)*
Using their emotions, you can force your enemies to take damage and reduce their
movement using a series of anguishing thoughts.
___
- **Mesmer Focus:** While focused on this incantation, any attacks of opportunity
made against you have disadvantage.
- **Tier 1 (2):** As a bonus action, a creature you choose within 90 feet of you
must make a Wisdom saving throw. On a failed save, it's hexed and his speed is
reduced in 10 feet until the hex ends. The hexed creature can make a Wisdom saving
throw at the end of his turn to try to remove the hex.
- **Tier 2 (7):** When you use this incantation at this tier, if the chosen
creature moves, it takes 2d6 force damage for each 5 foot of movement while hexed.
- **Tier 3 (10):** When you use this incantation at this tier, you can target two
more creatures (for a total of three creatures).
```
```
Focusing in the elemental essence, you can create a mantle for protection against
some elements.
___
- **Mesmer Focus:** Choose a type of damage: acid, cold, fire, lighting or thunder.
While focused on this incantation, the damage of the chosen type that you take is
reduced by 3.
- **Tier 1 (2-13):** As a reaction, you can cast the *Absorb Elements* spell.
- **Tier 2 (5, C):** As an action, you can cast the *Protection From Energy* spell.
#### Empathy
*Normal incantation (Domination)*
You can hex your enemy to force it to take damage when he attacks you or one of
your allies.
___
- **Mesmer Focus:** While focused on this incantation, you have advantage on attack
rolls against hexed enemies.
- **Tier 1 (2, C):** As a bonus action, you choose creature within 60 feet you can
see. It must make a Charisma saving throw. On a failed save, the creature is
considered hexed. Whenever the creature attacks, it takes 1d10 force damage. The
hexed creature can make a Wisdom saving throw at the end of his turn to try to
remove the hex.
- **Tier 2 (3-7, C):** When you use this incantation at this tier, the damage
increases by 1d10 for each extra energy point you spend.
You can use an amount of raw energy from yourself to create an energy bolt which
deal pure energy damage.
___
- **Mesmer Focus:** While focused on this incantation, you can spend 2 energy
points to add an extra 1d8 force damage when you use a mesmer incantation.
- **Tier 1 (2-13):** As an action, you can cast the *Witch Bolt* spell.
#### Fragility
*Normal incantation (Illusion)*
Using illusions, you're able to break the minds of your enemies, making them
weaker.
___
- **Mesmer Focus:** While focused on this incantation, as a bonus action, you can
spend 1 energy point to hex a creature within 15 feet of you.
- **Tier 1 (2):** As an action, you can end a hex on a creature within 15 feet of
you. If you do so, the creature has disadvantage on attack rolls or a saving throw
of your choice until the end of its next turn.
- **Tier 2 (3):** When you use this incantation at this tier, the creature has
disadvantage on attack rolls and one saving throw of your choice until the end of
its next turn.
You're able to destroy one of your hexes on your enemy and releasing a burst of
magic energy, damaging that creature.
___
- **Mesmer Focus:** While focused on this incantation, you can use your bonus
action and choose a creature within 30 feet which you can see. The target must make
a Charisma saving throw. On a failed save, the target is considered hexed.
- **Tier 1 (3):** As an action, you can choose a hexed creature within 30 feet
which you can see. The hex ends and the creature take 3d10 force damage.
- **Tier 2 (5-7):** When you use this incantation at tier two, the damage increases
to 3d10 (5 points), 4d10 (6 points) or 5d10 (7 points).
You can use your connection with the energy you have to move faster than before.
___
- **Mesmer Focus:** While focused on this incantation, your speed increases by 5
feet, and you have advantage on initiative checks. If you are surprised, you can
spend 1 energy point to no longer be surprised.
- **Tier 1 (1-5):** When you roll initiative, you can give yourself or one creature
you can see within 60 feet of you a +2 bonus to initiative for each energy point
you spend. You can do this after everyone rolled for initiative but before the
start of the first combat round.
- **Tier 2 (5, C):** As an action, you can cast the *Haste* spell.
You're able to canalize the energy to protect yourself and your allies with magic.
___
- **Mesmer Focus:** While focused on this incantation, you can choose a number of
creatures up to your Charisma modifier. The chosen creatures automatically succeed
on their saving throws against one of your mesmer incantations, and they take no
damage if they would normally take half damage on a successful save.
- **Tier 1 (2, C):** As a reaction, you can cast the *Protection from Evil and
Good* spell.
- **Tier 2 (5-13):** As an action, you can cast the *Glyph of Warding* spell.
#### Illusionary Weaponry
*Elite incantation (Illusion)*
On a blink of an eye, you can create weapons of pure energy to use to fight your
foes.
___
- **Mesmer Focus:** While focused on this incantation, you gain a +2 bonus on
attack rolls you make with weapons.
- **Tier 1 (3-13):** As a bonus action, you can cast the *Spiritual Weapon* spell.
- **Tier 2 (10):** As an action, you can cast the *Mordenkainen's Sword* spell.
```
```
Using the vital energy of your surroundings you can heal small wounds and cure
conditions.
___
- **Mesmer Focus:** While focused on this discipline, you have advantage on saving
throws against being poisoned and resistance to poison damage
- **Tier 1 (2-7):** As an action, a creature you touch regains a number of hit
points equal to your Charisma modifier for each energy point you spend.
- **Tier 2 (3):** As an action, you can touch a creature and remove one of the
following conditions from it: blinded, deafened, paralyzed, or poisoned.
Years of meditation and learning this mantra allows you to use of the energy to
heal you and others, restoring them with pure energy.
___
- **Mesmer Focus:** While focused on this discipline, you can use an action to
touch a living creature that has 0 hit points and automatically stabilize it.
- **Tier 1 (2-13):** As a bonus action, you can cast the *Healing Word* spell.
- **Tier 2 (7-13):** As an action, you can cast the *Mass Cure Wounds* spell.
- **Tier 3 (13):** As an action, you can cast the *Power Word Heal* spell.
#### Mistrust
*Normal incantation (Domination)*
Using the illusions and forcing your enemy mind, you can create illusions of
failure and doubt to make them do something else.
___
- **Mesmer Focus:** While focused on this incantation, you can spend 2 energy point
and use a reaction when a creature is making a saving throw to impose disadvantage
on that throw. If the creature fails the save, it's also considered hexed.
- **Tier 1 (6):** As a reaction, you can choose a creature hexed by you within 60
feet you can see which is casting a spell. The hex ends and it must make a Wisdom
saving throw. On a failed save, the creature can't cast spells on that turn. It can
still use its action to do anything else and no spell slot is used.
- **Tier 2 (7-13):** As an action, you can cast the *Modify Memory* spell.
Thanks to the use of the energy, you can create an invisible force shield around
you to protect yourself against physical dangers.
___
- **Mesmer Focus:** Choose a type of damage: bludgeoning, piercing or slashing.
While focused on this incantation, the damage of the chosen type you take is
reduced by 3.
- **Tier 1 (2):** As a reaction, you can cast the *Shield* spell.
- **Tier 2 (6, C):** As an action, you can cast the *Stoneskin* spell.
Knowing how the energy flows in the creatures, you can create a flux of pure energy
to deal extra damage to your enemies.
___
- **Mesmer Focus:** While focused on this incantation, you deal an extra 1d6 force
damage whenever you hit with a melee or ranged attack or when you use a mesmer
feature that deals damage.
- **Tier 1 (2):** When you deal damage to a creature with a signet or incantation,
you can release a flux of energy that hurts the creature. The target is hexed and
it takes an additional 1d8 force damage immediately, and 1d8 force damage at the
end of its next turn. You can spend up to 3 energy points at the end of the
creature's turn to maintain this effect for a number of turns equal to the extra
energy points you spend.
- **Tier 2 (9-13):** As an action, you can cast the *Disintegrate* spell.
With your knowledge of the energy, you know how to take it from others and add it
to yourself.
___
- **Mesmer Focus:** While focused on this incantation, whenever a creature targets
you with a harmfull spell, you can use your reaction and spend 1 energy point and
force it to make a Wisdom saving throw. On a failed save, the creature must choose
a new target or lose the spell. If the creature loses the spell, you gain 1 energy
point. This doesn't protect you from area effects, such as the explosion of a
fireball.
- **Tier 1 (2):** As an action, you can spend up to two mesmer Hit Dices and
recover 1d8 energy points per each Hit Dice spend.
- **Tier 2 (5-13):** As an action, you can cast the *Dispel magic* spell.
- **Tier 3 (5):** If a creature cast a spell, you can use a reaction to force it to
make a Wisdom saving throw. On a failed save, you gain a number of energy points
equal to half the spell level used by the creature (rounded down) plus your
Charisma modifier (use the Spell to Point Cost table to transform the spell level
to points).
After years of knowing your hexes, you can force them to explode in a burst of
energy, damaging your foes.
___
- **Mesmer Focus:** While focused on this incantation, when a creature within 40
feet fails on an attack roll, you can use a reaction to force it to make a Wisdom
saving throw. On a failed save, the target is hexed.
- **Tier 1 (3):** As an action, you can choose a hexed creature within 40 feet
which you can see. The hex ends and the creature take 2d6 force damage. In
addition, up to two more creatures within 40 feet of the first creature that you
can see must make a Wisdom saving throw. On a failed save, they also takes 2d6
force damage.
- **Tier 2 (4-6):** When you use this incantation at this tier, you can choose an
extra creature for each energy point you spend.
```
```
You can shatter your enemies' armor and defenses with illusions and magic, reducing
their effectiveness.
___
- **Mesmer Focus:** While focused on this incantation, you don’t provoke
opportunity attacks from creatures wearing armor.
- **Tier 1 (2, C):** For 1 minute, up to three creatures you can see within 60 feet
must make a Charisma saving throw. On a failed save, whenever a target that failed
the saving throw it’s being attacked or is making a saving throw before the
incantation ends, you can use your reaction and roll a d4 to subtract the subtract
the number rolled from his armor class or saving throw. The creature can make a
Charisma saving throw at the end of his turn to try to remove the effect.
- **Tier 2 (3-13, C):** When you use this incantation at this tier, you can target
one additional creature for each extra energy point spend.
Implanting a spirit fully of thoughts with failures on your enemies, you reduce
their abilities in combat.
___
- **Mesmer Focus:** While focused on this incantation, if a hexed creature makes
you roll a saving throw, you can spend 1 energy point to gain advantage on that
roll.
- **Tier 1 (2):** As a reaction when a hexed creature attacks you, it must roll a
d100. If the result is 1 to 25, the attack misses and the hex ends.
- **Tier 2 (3):** When you use this incantation at this tier, you can target a
hexed creature within 60 feet you can see which is attacking one of your allies
instead of a creature attacking you.
#### Tease
*Normal incantation (Illusion)*
With constant teasing and disturbing your enemies in the combat, you can damage and
confuse them as you will.
___
- **Mesmer Focus:** While focused on this incantation, you can cast the *Vicious
Mockery* cantrip.
- **Tier 1 (3):** As an action, you can cast the *Enthrall* spell.
- **Tier 2 (6-13, C):** As an action, you can cast the *Confusion* spell.
You create a veil of illusions around you, making harder to read your intentions
and to resist attacks against your mind.
___
- **Mesmer Focus:** While focused on this incantation, other creatures have
disadvantage on Wisdom (Insight) checks against you.
- **Tier 1 (1-3):** As a reaction when you make an Intelligence, a Wisdom, or a
Charisma saving throw, you gain a +1 bonus to that saving throw for each energy
point you spend. You can use this ability after rolling the die but before applying
the result.
- **Tier 2 (5, C):** As an action, you create a field of protective energy. For the
next 10 minutes, you and creatures of your choice gain the following benefits while
within 30 feet of you: resistance to force damage and advantage on Intelligence,
Wisdom, and Charisma saving throws.
## Mesmer Signets
A mesmer signet is a use of the energy that is stored in glyphs used by the
mesmers. Signets are similar to Incantations and use the same rules, but with three
important exceptions:
- You can never use your mesmer focus on a signet.
- Signets don’t require you to spend energy points to use them.
- Signets aren’t linked to a mesmer magic tradition.
The signet's damage increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).
If you create a sound, its volume can range from a whisper to a scream. It can be
your voice, someone else's voice, a lion's roar, a beating of drums, or any other
sound you choose. The sound continues unabated throughout the duration, or you can
make discrete sounds at different times before the spell ends.
If a creature uses its action to examine the sound or image, the creature can
determine that it is an illusion with a successful Intelligence (Investigation)
check against your mesmer magic save DC. If a creature discerns the illusion for
what it is, the illusion becomes faint to the creature.
The effect lasts for 1 hour. You can have up to three of its non-instantaneous
effects active at a time, and you can dismiss such an effect as an action.
You can use your action to control the hand and use the following actions: You can
use it to manipulate an object, open an unlocked door or container, stow or
retrieve an item from an open container, or pour the contents out of a vial. You
can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
## Class Archetypes
Here you can find a new mesmer-themed fighter archetype, the Illusionary Blade.
## Martial Archetypes
Different fighters choose different approaches to perfecting their fighting
prowess. The martial archetype you choose to emulate reflects your approach.
**Signets.** You learn two signets of your choice from the mesmer signet list. You
learn an additional signet of your choice at 10th level.
**Energy Points.** The Illusionary Blade table shows how many energy points you
have to use your incantations. The table also shows your energy limit. You regain
all expended energy points when you finish a long rest.
**Incantations Known.** The Illusionary Blade table shows how many incantations you
know. To use one of these incantations, you must expend a number of energy points
depending on the incantation and the tier you use.
**Mesmer Casting Ability.** Charisma is your mesmer casting ability for your
incantations. You use your Charisma whenever an incantation or signet refers to
your mesmer casting ability. In addition, you use your Charisma modifier when
setting the saving throw DC for a mesmer incantation or signet you use and when
making an attack roll with one.
Once you have infused the weapon, your weapon physical form is distorted. You can
use it as an arcane focus for your mesmer incantations and signets. In addition, as
a bonus action you can transform it in pure energy, and then you can reform it in
your hand as a bonus action.
You can have up to two bonded weapons, but you can only reform only one at a time
with your bonus action. If you attempt to infuse a third weapon, you must break the
ritual with one of the other two.
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# Customization Options
## Multiclassing
To multiclass into a mesmer, you must have a Charisma score of 13 or higher. When
you gain your first level in the mesmer class, you gain proficiency with light
armor and simple weapons.
**Incantations and Signets Known.** You determine what Incantations and Signets you
know for each class individually, as if you were single-classed member of that
class. If you are a mesmer 4/fighter (Illusionary Blade) 3, for example, you know 4
incantations and 4 signets.
Each incantation you know is associated with one of your classes, and you use the
mesmer casting ability of that class when you use the discipline.
**Energy Points and Energy Limit.** You determine your available energy points by
adding together all your levels in the mesmer class, and a third of your fighter
(rounded down) if you have the Mesmer Magic feature.
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## Feats
- When a hostile creature's movement provokes an opportunity attack from you, you
can use your reaction to use an incantation on that creature, rather making an
opportunity attack. The incantation must have a casting time of 1 action and must
target only that creature.
Once per turn, when you roll a 1 on a damage die for an incantation that deals
damage of that type, you can reroll the die and must use the new roll, even if the
new roll is 1 or 2.
You can select this feat multiple times. Each time you do so, you must choose a
different damage type.
In addition, choose one normal incantation with a tier cost of 2 from the mesmer
incantation list. Using this feat, you can use the incantation at its lowest tier,
and you must finish a long rest before you can use it again in this way.