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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.

#### Quick Build


You can make a mesmer quickly by following these suggestions. First, Charisma
should be your highest ability score, followed by Dexterity. Second, choose the
entertainer background. Third, choose the *Signet of Energy Bolt* and *Signet of
Hex* signets, along with the *Empathy*, and *Fragility* incantations.

## 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

### 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.

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.

#### New condition: Hexed


Some of the mesmer signets and incantations impose a special condition called hex
(simmilar to being blinded, paralized or restrained). Hexing a creature is not the
same as casting the *Hex* spell. Considering this, using any spell that ends one
condition, such as *Lesser Restoration*, can remove the mesmer hex. For more
information about how hexing works, read the "Hexing Targets" in the Mesmer
Incantations section.

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<div class='classTable wide'>


##### The Mesmer
| Level | Proficiency Bonus | Features | Signets Known | Incantations Known | Max.
Energy Points | Energy Limit
|:---:|:---:|:---|:---:|:---:|:---:|:---:|
| 1st | +2 | Mesmer Casting, Mesmer Magic Tradition| 2 | 2 | 4 | 2 |
| 2nd| +2 | Fast Casting (2 uses) | 2 | 3 | 6 | 2 |
| 3rd | +2 | Energy Drain | 2 | 3 | 14 | 3 |
| 4th | +2 | Ability Score Improvement | 2 | 3 | 17 | 3 |
| 5th | +3 | Elite Incantation (1) | 3 | 4 | 27 | 5 |
| 6th | +3 | Mesmer Magic Feature | 3 | 4 | 32 | 5 |
| 7th | +3 | — | 3 | 5 | 38 | 6 |
| 8th | +3 | Ability Score Improvement | 3 | 5 | 44 | 6 |
| 9th | +4 | — | 4 | 6 | 57 | 7 |
| 10th | +4 | Elite Incantation (2), Mesmer Magic Feature | 4 | 6 | 64 | 7 |
| 11th | +4| — | 4 | 6 | 73 | 9 |
| 12th | +4 | Ability Score Improvement | 4 | 7 | 73 | 9 |
| 13th | +5 |— | 4 | 7 | 83 | 10 |
| 14th | +5 | Elite Incantation (3), Mesmer Magic Feature| 4 | 7 | 83 | 10 |
| 15th | +5 | —| 5 | 8 | 94 | 11 |
| 16th | +5 | Ability Score Improvement | 5 | 8 | 94 | 11 |
| 17th | +6 | Fast Casting (4 uses)| 5 | 8 | 107 | 13 |
| 18th | +6 | Elite Incantation (4), Web of Disruption| 5 | 9 | 114 | 13 |
| 19th | +6 | Ability Score Improvement | 5 | 9 | 123 | 13 |
| 20th | +6 | Ether Feast | 5 | 9 | 133 | 13 |
</div>

#### Incantations Known


At 1st level, you know two normal incantations of your choice (see the incantation
options later in this class description). You learn additional incantations of your
choice at higher levels, as shown in the Incantations Known column of the Mesmer
Table. Incantations must be chosen from among your mesmer magic tradition.

Optionally, whenever you learn an additional incantation, for every two


incantations of your mesmer magic tradition you can choose to learn one incantation
from another magic tradition instead.

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.

```
```

#### Elite Incantations


Elite incantations are powerful, but they are particularly difficult to use. You
can use the first tier of an elite incantation without any further restrictions.
After using an elite incantation of second tier or higher you can't use it again
until you finish a long rest. You can still use the first tier of the elite
incantation used.

<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>
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<div class='footnote'>MESMER</div>
\page

#### Energy Points


To use your mesmer incantations, you have a pool of energy points you expend each
time you want to use one of your incantations, shown in the Max. Energy Points
column in the Mesmer table. You can't reduce your energy points total to less than
0, you can't expend more energy points than your energy limit with each
incantation, and you regain all spent energy points when you finish a long rest.

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.

#### Mesmer Casting Focus


You can use an arcane focus (found in chapter 5) as a mesmer casting focus for your
mesmer incantations. As a bonus action, you can choose one of your mesmer
incantations and gain its mesmer focus benefit, which is detailed in that
incantation description. This benefit lasts until you are incapacitated or until
you use a bonus action to choose a different mesmer focus benefit. You can have
only one mesmer focus benefit at a time.

#### Mesmer Casting Ability


Charisma is your mesmer casting ability for your incantations, since the power of
your magic relies on your ability to use the energy within yourself and others
living creatures. 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.

<div style="text-align: center">

**Incantation save DC** = 8 + your proficiency bonus + your Charisma modifier

**Incantation attack modifier** = your proficiency bonus + your Charisma modifier


</div>

```
```

### Mesmer Magic Tradition


At first level, you choose a Mesmer Magic Tradition: Domination Magic, Illusion
Magic or Inspiration Magic, which are detailed at the end of the class description.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th
level.

### Fast Casting


At 2nd level, you are trained to cast your incantations faster than before to
interrupt your foes and protect yourself. You have two additional reactions which
can be used in the same round or in separated rounds (allowing you to use three
reactions before your next turn or two reactions in two separated rounds). You can
use these reactions only to use one of your mesmer incantations or a mesmer
feature. You regain any expended reactions when you finish a short or long rest.

Starting at 17th level, you have four additional reactions instead of two.

### Energy Drain


At 3rd level, you can use your innate mesmer magic to take your foes energy and
recover yours. As a bonus action, a creature you can see must make a Charisma
saving throw. On a failed save, you regain energy points equal to 1d6 + your
proficiency bonus. You can't regain more points than the energy points column in
the mesmer table. Once you use this feature, you must finish a short or long rest
before you can use it again.

### Ability Score Improvement


When you reach 4th level, and again at 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.

### Elite Incantations


When you reach the 5th level, you can start using elite incantations, which are
more powerful than the normal incantations. You can use only one tier 2 or higher
for your elite incantations per long rest, and the number of uses before you finish
a long rest for tier 2 and above is improved at 10th (2 uses), 14th (3 uses) and
18th (4 uses) level.

### Web of Disruption


At 18th level, you can focus on a foe and cast a powerful hex to fully interrupt
him for a short time. As an action, you target a creature and it must make a
Charisma saving throw. On a failed save, it's paralyzed and hexed for a number of
rounds equal to your Charisma modifier. At the end of each of its turns, the target
can make another Charisma saving throw. On a success, the web of disruption effect
ends on the target. If the effect ends before the duration of the web, the target
takes 6d6 of force damage.

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.

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### Ether Feast


At 20th level, you regain 6 energy points whenever you finish a short rest.

## Mesmer Magic Traditions


The mesmers are masters of illusions and create confusion among their foes, taking
the arcane energy in their surroundings, transforming and using it as they need.

### Domination Magic


The mesmers dedicated to the Domination Magic use skills and spells that disrupt
their foes while dealing damage. These mesmers also are focused on punishing their
foes for undertaking actions.

Mesmers using Domination Magic focus on shutting down their enemies as much as they
can.

#### Visions of Regret


At 1st level, when a creature within 60 feet of you that you can see hits you with
an attack, you can use a reaction to cause the creature to make a Charisma saving
throw. The creature takes 2d8 psychic damage on a failed saving throw, and half as
much damage to a successful one.

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.

#### Cry of Frustration


Beginning at 6th level, when a creature within 60 feet of you that you can see
makes a saving throw, you can use a reaction and expend 3 energy points to give it
disadvantage on its first saving throw. If the creature fails the save, it also
takes force damage equal to 1d10 + your Charisma modifier.

#### Power Lock


At 10th level, as a reaction, when a creature you can see within 60 feet of you
makes an attack or uses a spell, it must make a Charisma saving throw. On a failed
save, its attack fails and it can't use the same attack or spell until the end of
his next turn.

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.

### Illusion Magic


The mesmers who focus on the Illusion Magic focus on hinder enemies, reducing their
efficiency and movement with hexes and deceiving their foes.

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.

```
```

#### Imagined Burden


At 1st level, as a bonus action you can target a creature within 60 feet of you
that you can see. The creature speed is reduced by half and it can't take reactions
for a number of rounds equal to half of your Charisma modifier (rounded up).

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.

#### Illusionary Condition


At 10th level, when you use a mesmer incantation 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 twice before you finish a short or long rest.

#### Phantom Pain


Starting at 14th level, as a bonus action, a creature within 60 feet of you which
you can see must make a Charisma saving throw. On a failed save, the target takes
1d6 force damage at the beginning of each of its turns and any healing effect it
receives is reduced to half for 1 minute. At the end of each of its turns, the
target can make another Charisma saving throw. On a success, the Phantom Pain
effect ends on the target.

### Inspiration Magic


Mesmers who use Inspiration Magic focus on a more defensive style, giving
resistances, reducing damage and using arcane energies to heal and protect himself
and others.

The Inspiration Magic uses special mantras, which are a series of stances that
provide protection and defenses to the mesmer.

#### Mantra of Protection


At 1st level, you are proficient with another saving throw of your choice and you
have advantage on your Charisma saving throws.

#### 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.

#### Mantra of Life


At 10th level, when you use a mesmer incantation to heal, the target of the
incantation (an ally or yourself) regain hit points equal to your Charisma
modifier.

#### Mantra of Expel


Starting at 14th level, you can expend 3 energy points to gain advantage on a
saving throw against a spell. In addition, if the spell deals damage, you take only
half damage if you fail the check, and no damage on a success.

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## 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.

### Using an Incantation


Each incantation have a number of ways you can use it, all contained in its
description. The incantation specifies the type of action and number of energy
points needed to use its effect options. It also details whether you must
concentrate on its effects, how many targets it affects, what saving throws it
requires, and so on.

The following sections go into more detail on using an incantation.

#### Effect Options and Energy Points


An incantation provides different options for how to use it with your energy
points. Each effect option has a name, and the energy point cost of that option
appears in parentheses after its name. You must spend that number of energy points
to use that option, while abiding by your energy limit. If you don’t have enough
energy points left, or the cost is above your energy limit, you can’t use the
option.

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.

**Instantaneous.** If no duration is specified, the effect of an option is


instantaneous.

**Concentration.** Some effect options require concentration. This requirement is


noted with a “C” after the option’s energy point cost.

Concentrating on an incantation follows the same rules as concentrating on a spell.


This rule means you can’t concentrate on a spell and an incantation at the same
time, nor can you concentrate on two incantations at the same time.

#### Targets and Areas of Effect


Mesmer incantations use the same rules as spells for determining targets and areas
of effect. See chapter 10, "Spellcasting,” of the Player’s Handbook.

```
```

#### Saving Throws and Attack Rolls


If an incantation requires a saving throw, it specifies the type of save and the
results of a successful or failed saving throw. The DC is determined by your mesmer
casting ability.

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.

#### Hexing targets


Some incantations cause the enemies to be under a hex, which allows the mesmer to
use special effects on that target. If you hex a creature, you cannot hex it again
until the previous hex is ended.

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).

#### Combining Incantation Effects


The effects of different mesmer incantations add together while the durations of
those incantations overlap. The effects of the same incantation used multiple times
don't combine, however. Instead, the most potent effect—such as the highest bonus—
from those incantations applies while their durations overlap.
For example, if two mesmers uses the *Illusion of Haste* on the same target, that
character gains the incantation's benefit only once.

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).

##### Spell to Point Cost


|Spell Level/Slot | Point Cost |
|:----:|:--:|
|1st | 2 |
|2nd | 3 |
|3rd | 5 |
|4th | 6 |
|5th | 7 |
|6th | 9 |
|7th | 10 |
|8th | 11 |
|9th | 13 |

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<div class='footnote'>MESMER</div>
\page

### Incantation Descriptions


The following incantations are presented in alphabetical order.

##### 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 |

#### Accumulated Pain


*Normal incantation (Illusion)*

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.

```
```

#### Arcane Conundrum


*Normal incantation (Illusion)*

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.

#### Calculated Risk


*Normal incantation (Illusion)*

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).

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\page

#### Chaos Storm


*Elite incantation (Domination)*

You're capable to materialize a mass of pure energy in form of a magical storm to


damage the foes in the area.
___
- **Mesmer Focus:** While focused on this incantation, when you damage a creature
with one of your mesmer incantations or a mesmer feature, you can add your mesmer
casting ability to that damage.
- **Tier 1 (2, C):** For 1 minute, as an action, you can make a ranged incantation
attack to a creature within 90 feet that you can see. On a hit, the creature takes
2d10 force damage and is considered hexed. At the beginning of your turns, you can
choose a hexed creature and spend 1 energy point to deal 1d10 force damage to that
creature.
- **Tier 2 (5, C):** As an action, you create an energy storm in a 20-foot square
on the ground within 90 feet that you can see for 1 minute. The area is considered
difficult terrain while the storm last. When a creature enters the affected area
for the first time on a turn, the creature must succeed on a Wisdom saving throw or
take 3d6 force damage. A creature that starts its turn in the area takes 3d6 force
damage.
- **Tier 3 (6, C):** The area of the storm increases to 30-foot square, the damage
increases to 4d6 force damage and you can use your bonus action to move the storm
10 feet in any direction.

#### Conjure Phantasm


*Normal incantation (Illusion)*

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).

```
```

#### Elemental Resistance


*Normal incantation (Inspiration)*

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.

#### Energy Burn


*Normal incantation (Domination)*

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.

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#### Hex Breaker


*Normal incantation (Domination)*

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).

#### Illusion of Haste


*Normal incantation (Inspiration)*

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.

#### Illusionary Guardian


*Normal incantation (Inspiration)*

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.

```
```

#### Inspired Recovery


*Normal incantation (Inspiration)*

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.

#### Mantra of Restoration


*Elite incantation (Inspiration)*

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.

#### Physical Resistance


*Normal incantation (Inspiration)*

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.

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#### Power Flux


*Elite incantation (Domination)*

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.

#### Power Leech


*Elite incantation (Inspiration)*

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).

#### Shatter Delusions


*Normal incantation (Domination)*

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.

```
```

#### Shrinking Armor


*Normal incantation (Illusion)*

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.

#### Spirit of Failure


*Normal incantation (Inspiration)*

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.

#### Veil of Illusions


*Normal incantation (Inspiration)*

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.

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## 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.

#### Signet of Distraction


*Mesmer Signet*
___
As an action, you cause a creature's thoughts to wander. One creature of your
choice within 30 feet of you has disadvantage on his next Wisdom (Insight) or
Wisdom (Perception) check it makes before the start of your next turn.

#### Signet of Energy Bolt


*Mesmer Signet*
___
As an action, you create a small energy bolt to strike one creature or object that
you can see within 120 feet of you. Make a ranged spell attack against the target.
On a hit, the target takes 1d10 force damage.

The signet's damage increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).

#### Signet of Charming


*Mesmer Signet, requires concentration*
___
As an action, you have advantage on all Charisma checks directed at one creature of
your choice that isn't hostile toward you for 1 minute. When the signet ends, the
creature realizes that you used magic to influence its mood and becomes hostile
toward you. A creature prone to violence might attack you. Another creature might
seek retribution in other ways (at the DM's discretion), depending on the nature of
your interaction with it.

#### Signet of Hex


*Mesmer Signet*
___
As a bonus action, choose a creature within 30 feet of you which you can see. The
creature must make a Charisma saving throw. On a failed save, the creature it’s
considered hexed.

#### Signet of Illusions


*Mesmer Signet*
___
As an action, you create a sound or an image of an object within range that lasts
for 1 minute. The illusion also ends if you dismiss it as an action or use this
signet again.

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 you create an image of an object - such as a chair, muddy footprints, or a small


chest—it must be no larger than a 5-foot cube. The image can't create sound, light,
smell, or any other sensory effect. Physical interaction with the image reveals it
to be an illusion, because things can pass through it.

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.

#### Signet of Light


*Mesmer Signet*
___
As a bonus action, you cause bright light to radiate from your body in a 20-foot
radius and dim light for an additional 20 feet. The light can be colored as you
like. The light lasts for 1 hour, and you can extinguish it as a bonus action.

#### Signet of Prestidigitation


*Mesmer Signet*
___
As an action, you can create a minor trick within 10 feet of you from the following
list:

- You create an instantaneous and harmless sensory effect, such as a shower of


sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for
1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand
and that lasts until the end of your next turn.

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.

#### Signet of the Illusory Hand


*Mesmer Signet*
___
As an action, you create an illusory hand at a point you choose within 30 feet. The
hand lasts for 1 minute or until you dismiss it as an action. The hand vanishes if
it is ever more than 30 feet away from you or if you use this signet again.

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.

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## 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.

### Illusionary Blade


The Illusionary Blade combines the martial mastery common to all fighters with a
study in the mesmer incantations and hexes.

#### Mesmer Magic


When you reach 3rd level, you augment your martial prowess with the ability to use
mesmer incantations. See the *Mesmer Incantations* section for the general rules of
incantations.

**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.

<div style="text-align: center">

**Incantation save DC** = 8 + your proficiency bonus + your Charisma modifier

**Incantation attack modifier** = your proficiency bonus + your Charisma modifier


</div>

#### Weapon of Illusions


At 3rd level, you learn a ritual to infuse your weapon with mesmer magic. You
perform the ritual over the course of 1 hour, which can be done during a short
rest. The weapon must be within your reach throughout the ritual, at the conclusion
of which you touch the weapon and infuse it with the mesmer magic.

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.

```
```

##### Illusionary Blade


| Fighter Level | Signets Known | Incantations Known | Max. Energy Points | Energy
Limit
|:----:|:----:|:----:|:----:|:----:|
| 3rd | 2 | 1 | 4 | 2 |
| 4th | 2 | 1 | 6 | 2 |
| 5th | 2 | 1 | 6 | 2 |
| 6th | 2 | 1 | 6 | 2 |
| 7th | 2 | 2 | 14 | 3 |
| 8th | 2 | 2 | 14 | 3 |
| 9th | 2 | 2 | 14 | 3 |
| 10th | 2 | 2 | 17 | 3 |
| 11th | 3 | 2 | 17 | 3 |
| 12th | 3 | 3 | 17 | 3 |
| 13th | 3 | 3 | 27 | 5 |
| 14th | 3 | 3 | 27 | 5 |
| 15th | 3 | 3 | 27 | 5 |
| 16th | 3 | 3 | 32 | 5 |
| 17th | 3 | 3 | 32 | 5 |
| 18th | 3 | 4 | 32 | 5 |
| 19th | 3 | 4 | 38 | 6 |
| 20th | 3 | 4 | 38 | 6 |

#### Illusions of War


Beginning at 7th level, you have two additional reactions which can be used in the
same round or in separated rounds (allowing you to use three reactions before your
next turn or two reactions in two separated rounds). You can use these reactions
only to use one of your mesmer incantations. You regain any expended reactions when
you finish a short or long rest.

#### Mesmer Strike


At 10th level, you learn how to make your weapon strikes undercut a creature's
resistance to your incantations. When you hit a creature with a weapon attack, that
creature has disadvantage on the next saving throw it makes against an incantation
or signet you use before the end of your next turn.

#### Phantasmal Charge


At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied
space you can see when you use your Action Surge. You can move before or after the
additional action.

#### Improved Illusions of War


Starting at 18th level, you have three additional reactions instead of 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 Multiclassing


Your capacity for incantations depends partly on your combined level all your
mesmer classes and partly on your individual levels in those classes. Once you have
the Mesmer Casting feature from more than one class, use the rules below. If you
multiclass but have the Mesmer Casting feature from only one class, you follow the
rules as described in that class.

**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.

##### Multiclass Mesmer Magic: Energy Points and Energy Limit


<div style='column-count:2'>
| Level | Energy Points | Energy Limit |
|:----:|:------:|:-----:|
| 1st | 4 | 2 |
| 2nd | 6 | 2 |
| 3rd | 14 | 3 |
| 4th | 17 | 3 |
| 5th | 27 | 5 |
| 6th | 32 | 5 |
| 7th | 38 | 6 |
| 8th | 44 | 6 |
| 9th | 57 | 7 |
| 10th | 64 | 7 |

```
```

| Level | Energy Points | Energy Limit |


|:----:|:------:|:------:|
| 11th | 73 | 9 |
| 12th | 73 | 9 |
| 13th | 83 | 10 |
| 14th | 83 | 10 |
| 15th | 94 | 11 |
| 16th | 94 | 11 |
| 17th | 107 | 13 |
| 18th | 107 | 13 |
| 19th | 116 | 13 |
| 20th | 126 | 13 |
</div>

## Feats

### Combat Mesmer


*Prerequisite: The ability to use at least one incantation*
___
You have practiced using incantations in the midst of combat, learning techniques
that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your
concentration on an incantation when you take damage.

- 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.

### Illusionary Sniper


*Prerequisite: The ability to use at least one incantation*
___
You have learned techniques to enhance your attacks with certain kinds of spells,
gaining the following benefits:
- When you use an incantation that requires you to make an attack roll, the
incantation's range is doubled.
- Your ranged incantation attacks ignore half cover and three-quarter cover.
- You learn the *Signet of Energy Bolt*. Your mesmer casting ability for this
signet is Charisma.

### Mesmer Adept


*Prerequisite: The ability to use at least one incantation*
___
When you gain this feat, choose one of the following damage types: force or psychic

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.

### Mesmer Initiate


You learn two signets of your choice.

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.

Your mesmer casting ability for that incantation is Charisma.

### Shatterer of Illusions


You have practiced techniques useful in melee combat against mesmers, gaining the
following benefits:
- When a creature within 5 feet of you uses an incantation, you can use your
reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on an incantation, that creature
has disadvantage on the saving throw it makes to maintain concentration.
- You have advantage on saving throws against incantations used by creatures within
5 feet of you.

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## Current version: v0.3.2


### Changelog:

##### Version 0.3.2

**Mesmer Features changes:**


- Incantations Rules: For each 2 incantations of your mesmer magic tradition, you
can choose to learn 1 incantation from other magic tradition. You can only learn
elite incantations from your magic tradition.
- You can only learn elite incantations from your magic tradition.
- Domination Magic: Increased the range for Visions of Regret, Cry of Frustration
and Power Lock.
- Illusion Magic: Increased the range for Increased the range of Imagined Burden,
Illusionary Condition and Phantom Pain.
___
**Mesmer Incantation changes:**
- Illusion of Haste: modified a bit the description.
- Spirit of Failure: added range to the tier 2.

##### Version 0.3.1

**Mesmer Features changes:**


- Power Lock: You can only use it once per short/long rest.
- Imagined Burden: Duration reduced to half of your Charisma modifier.
- Illusionary Condition: Duration reduced to half of your Charisma modifier and you
can only use it twice per short/long rest.
- Mantra of Expel: Reworked a bit. Now you need to expend 3 energy points to gain
the benefits (advantage on saving throws against a spell + half damage on a failed
check adn no damage on a success)
- Hex mechanic: Your proficiency bonus determines the number of creatures you can
hex at the same time, and each hex last for a number of rounds equal to your
Charisma modifier.
___
**Mesmer Incantation changes:**
- General: Removed the duration of each incantation that causes the target to be
hexed since now the duration is based on your Charisma modifier. Changed some
ranges of some incantations.
- Blackout: Removed the advantage against you when attacked at melee, but now you
must expend 1 energy point to impose the disadvantage.
- Calculated Risk: Modified a bit the description. Hopefully now is understandable.
- Conjure Phantasm: increased the range of the mesmer focus to 60 feet.

##### Version 0.3

**Mesmer Features changes:**


- Hit Dice: Since it's a full caster class, I've changed the hit dice from d8 to d6
(same as sorcerers and wizards)
- Added a small description for the hexed condition to diferentiate with the *Hex*
spell.
- Fast Casting: Removed the time. Now you have 2 extra reactions (4 at higher
levels) for your disposal which are regained when you finish a short or long rest
(simmilar to the Bardic Inspiration)
___
**Mesmer Incantation changes:**
- Removed the tiers of the incantations that cast spells, mostly because you were
able to cast the spells at higher level than 9 if used just 1 point per level (now
it depends of the level you cast the ammount of points you need)
___
**Extras:**
- Added a new mesmer-themed fighter archetype.
- Added a multiclassing section.
- Added new mesmer-themed feats.

##### Version 0.2

**Mesmer Features changes:**


- Power Lock: Changed the description a bit for better understanding.
- Cry of Frustration: removed the "to resist an effect" and the "made against the
effect". Added the Charisma modifier to the damage on a failed save.
___
**Mesmer Incantations**
- Fixed the Type of the Mantra of Restoration in the Incantations table
- Backfire: Changed a bit the description. Also added the Charisma modifier to the
damage in the tier 2
- Blackout: Changed the description for making more sense with the mesmer focus.
- Calculated Risk: Modified the description.
- Chaos Storm: Added "in any direction" to the move the storm in the tier 3
- Crippling Anguish: Modified a bit the description and added the hexed requirement
on the tier 2 (now the damage applies only if the creature is still hexed by this
incantation)
- Hex breaker: changed the tier 2 description (now the damage per points used is
more clear)
- Shrinking Armor: Modified the tier 1 description for make it more clear.
___
**Mesmer Signets:**
- Fixed a typo on the Signet of Energy Bolt
- Added the Signet of Hex

##### Version 0.1:

First draft. Created the whole class.

> ##### Art credits


> - "Mesmer fan art" by Tsabo6
> - "Mesmer" by Rekyua
>

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