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The Mesmer
Mesmers are masters of the mind. Tapping into the realm of illusion they incorporate magical deception and trickery into their already lethal fighting style. Magical clones, delusions and teleportation are just a few of the aces they have up their sleeve. ###
Fighting Style
As a Mesmer, you gain access to an exclusive fighting style. You may instead choose to take any other fighting style. #####
Fakeout
Whenever you make a melee weapon attack against a creature and miss, you can immediately make an unarmed attack against the same creature. You cannot use this feature more than once per turn. ###
Mesmer
The archetypal Mesmer combines their mastery of weapons with arcane arts, elevating their fighting style from dangerous to outright lethal. Mesmers specialize in the art of Illusion wreaking havoc upon their foes. **Mesmer DC** = 8 + your proficiency bonus + your Wisdom modifier \columnbreak #####
Decoy
At 3rd level, you learn how to conjure illusory clones of yourself to confuse your enemies in combat. This clone lasts for 1 minute or until dismissed as a bonus action. Only one clone can be active at a time, and it will be destroyed when it is more than 60 feet away from you. As an action, you can choose to place an illusory clone in an unoccupied space you can see within 30 feet of you. This clone is entirely illusory and does not have a physical form. All creatures within 30 feet of the clone upon its creation must succeed on a Wisdom saving throw or recognize the clone as an enemy. When a creature attacks the clone, it must roll another Wisdom saving throw. On a success, the Illusion is broken and the creature can't be decieved by your clones again for the next 8 hours. You can use this feature an amount of times equal to your Wisdom modifier, a minimum of once. You regain all uses of this feature on a long rest. #####
Mind Ward
Starting at 3rd level, you learn to keep keep your composure in any situation. You become proficient in Wisdom saving throws. \pagebreakNum
\columnbreak ###
Arcane Trickery
Starting at 7th level, your understanding of the arcane allows you to traverse and control the battlefield in spectacular and unpredictable ways. #####
Command
At 7th level, your gain increased control over your decoy. As a bonus action on each of your turns while your Decoy is active, you can choose to either move the decoy equal to half your move speed or fake an attack against a target within the clones range. If the target creature currently recognizes your decoy as an enemy, they must succeed on a Wisdom saving throw or take 1d6 psychic damage. Additionally, your clone can now be moved up to 120 feet away from you without being destroyed. #####
Spatial Surge
At 7th level, your experience with Illusion magic lets you swap positions with your clone at will. As an action on your turn while your Decoy is active, you can instantly swap places with the decoy. After doing so, you can choose to take the Dodge or Attack action as a bonus action. You can use this feature an amount of times equal to your proficiency bonus. You regain all uses of this feature on a long rest. ###
Master of Mirage
At 10th level, you attain mastery over your decoys. #####
Double Trouble
At 10th level, you gain the ability to summon an additional clone during combat. You can choose to summon both at once. You can have up to 2 clones active at a time, and can command both clones at once using your Command feature. #####
Shatter
Starting at 10th level, your understanding of the mind grants you the ability to shatter your decoys to confuse, incapacitate and outsmart your opponents. As an action on any of your turns while one or more Decoy is active, you can choose to shatter one or both of your Decoys to overwhelm the minds of your foes. The chosen effect also occurs at your location. Each creature can only be affected by each chosen effect once. **Mind Wrack.** You shatter one or both clones, wracking the minds of all nearby creatures with dissonant screams and whispers. All creatures within 10 feet of the Decoy must succeed on a Wisdom saving throw or take 2d10 psychic damage, or half as much on a successful one. **Daze.** You detonate one or both of your clones in a blinding flash of light. All creatures within 5 feet of the Decoy must succeed on a Dexterity saving throw or be blinded until the end of your next turn. **Distortion.** You shatter one or both of your clones in a shower of illusory butterflies, or some other harmless visual effect. You gain temporary hitpoints equal to your Wisdom modifier per clone , and until the end of your next turn are wreathed in a distortion of light that makes it hard to focus on your location, gaining +2 AC for the duration. \pagebreakNum
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Ethereal
At 15th level, your combat experience and magical affinity grant you unmatched combat prowess. #####
Phantasmal Berserker
Starting at 15th level, your strikes become imbued with a potent psychic energy, capable of slicing through the very thoughts of your foes. Once per turn, you can add psychic damage equal to half your Fighter level (rounded down) to one attack roll of your choice. #####
Temporal Curtain
At 15th level, your heightened reflexes let you blink out of harm's way in an instant. When you are struck by melee or ranged attack or spell, you can use your reaction to instantly swap positions with one of your active Decoys. The Decoy will be destroyed in the process. Once you use this feature, you must finish a short or long rest before you can use it again. ###
Beyond the Veil
At 18th level, you attain complete mastery over the illusory arts. #####
Stillness of Mind
At 18th level, you gain advantage on all Wisdom, Intelligence and Charisma saving throws. #####
Dread Delusion
When you are knocked unconscious, you can manifest a vile delusion in the minds of your assailants. Choose an amount of creatures within 60 feet of you equal to your Wisdom modifier or less. The targeted creatures take 6d8 psychic damage and must succeed on a Wisdom saving throw or be stunned for 1 minute. Once you use this feature, you must finish a long rest before you can use it again. \pagebreakNum
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Inspiration
### This subclass is directly based on the Mesmer profession from Guild Wars. I didn't want to homebrew an entire class, and so I settled on doing a Fighter archetype, since Mesmers in Guild Wars 2 get to use swords and whatnot. This subclass is a lot more complex in terms of features than most other Fighter subclasses, but lets be real: Fighter, and most of its subclasses, are boring as hell. I wanted a subclass where you dont just walk up to the baddies and Attack Action every single round, and so I made one. \columnbreak ##
Credits
Homebrew Designer - [Santer](https://www.reddit.com/user/santerpipe) ##
Art Credits
GM Binder Thumbnail - [Unknown Artist, taken from the Guild Wars 2 Wiki](https://wiki.guildwars2.com/images/3/3a/Mesmer_icon.png) Norn Mesmer - [Alice Boudry](https://www.artstation.com/artwork/mk5E8) Mirage Specialization Art - [Unknown Artist, taken from the Guild Wars 2 Wiki](https://wiki.guildwars2.com/images/4/48/Spec_image_Mirage.jpg) Human Mesmer - [wenqart](https://wenqart.tumblr.com/post/172467279784/messing-around-doodling-my-lovely-mesmer) Sylvari Mesmer - [JenMeiArt](https://www.deviantart.com/jenmeiart/art/Gw2-Mesmer-512017054) ##
Additional Credits
Sample Codes for Images - [Unknown Author](https://www.gmbinder.com/share/-LNKsc1ZWIwwDRvfScQu)