Mesmer

by Lumenel

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Mesmer

A half elf waits patiently behind the front lines of her
comrades. She studies the enemy wizard waiting for
him to make his move. Finally he begins to mutter a
spell, gesturing and pointing toward her allies.
Suddenly, he kneels over screaming, his spell
interruped. The woman smirks and looks for her
next victim.

A smuggler guarding a shipment patrols his safe house.
He feels a faint haze creeping into his thoughts. Pain begins to shoot through his brain as time seems to slow down. He kneels and tries to come to his senses. The last thing he sees before his mind succumbs to madness are four identical halflings walking toward him, all smirking and glimmering.

A human fighter charges unwaveringly into the goblin's cave. He cuts through the ranks of goblins to confront their ogre chieftain. The ogre raises its greatclub and smashes it into the fighter's side, but the fighter feels no pain. Quite the opposite, he feels invigorated by the blow and uses the rush of adrenaline to slay his foe. He glances back and winks at his companion for having his back yet again.

Mesmers are masters of illusion and control, subverting an enemy’s energy for their own use, and that of their allies. Their skills provide excellent support, turning enemies’ powers against them and changing the very fabric of reality to hinder foes and help allies. The magic mesmers wield is potent enough to drive most creatures to insanity after prolonged exposure. Their powers of domination allow them to take control of the enemy's mind, interrupting and punishing their actions and quickly driving them mad. Their unique illusionary talents can slow or even halt enemy movement and spell 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 ability to confuse, distract, and drain the enemy’s resources more than compensates.

Manipulators of the Weave

Very few people, including other spellcasters, understand how mesmers wield their magic. It isn't something that can be taught. Every mesmer, whether from genetics or a key event, is gifted with the Sight ─ a unique ocular filter that allows a mesmer to perceive the raw energy of the Weave that flows around every creature and throughout the land.

Through their perception of the Weave, mesmers manipulate and repurpose it to cast powerful spells and create illusions. They target the minds of their enemies with this raw power to drive them insane. By interrupting the flow of the Weave, a mesmer can halt a creature's spellcasting, disrupt its actions, and conduct devastating mental assaults.

Perception, Insight, and Arcana

Once an individual gains their Sight, they are sent away, sometimes against their will, to train to become a mesmer. Perception, Insight, and Arcana; these three skills form the pillars of a mesmer's training. Mesmers in training spend months performing mental drills to hone these skills. The core of mesmer spellcasting revolves around predicting your target's actions and disrupting them.

Beginning with perception, every mesmer must practice absorbing their surroundings to be able to quickly and accurately process information to make efficient decisions. It takes a perceptive eye or ear to catch even the subtlest of spells being cast in the distance. And it's a mesmer's job to recongize patterns in the Weave and stop those spells from taking affect.

Mesmer | Lumenel

The Mesmer
Level Proficiency
Bonus
Features Cantrips
Known
Energy
Points
Max
Spell Level
1st +2 Spellcasting, Mesmer Facet 3 4 1st
2nd +2 Rising Madness 3 6 1st
3rd +2 Energy Drain, Enlightened 3 8 1st
4th +2 Ability Score Improvement 3 8 1st
5th +3 Chaotic Disruption (2) 4 14 2nd
6th +3 Mesmer Facet Feature 4 14 2nd
7th +3 Expansive Mind 4 17 2nd
8th +3 Ability Score Improvement 4 17 2nd
9th +4 4 27 3rd
10th +4 Mesmer Facet Feature 4 27 3rd
11th +4 Overwhelming Insanity 5 32 3rd
12th +4 Ability Score Improvement 5 32 3rd
13th +5 5 38 4th
14th +5 Energy Surge 5 38 4th
15th +5 Mesmer Facet Feature 5 44 4th
16th +5 Ability Score Improvement 5 44 4th
17th +6 Chaotic Disruption (3) 6 57 5th
18th +6 Arcane Thievery 6 57 5th
19th +6 Ability Score Improvement 6 64 5th
20th +6 Maddening Disruption 6 64 5th

 Insight allows a mesmer to get a read on their target. They gain a deeper understanding of their opponent's goal to predict their next action. By knowing what a enemy wants, they are able to target them with disruptive magic that will subvert their efforts. This allows a mesmer to always stay one step ahead of their enemy.

The final stage of training focuses entirely on the arcana encompassing the intricacies of spellcasting. Mesmers study the components that comprise a spell and its magical signature in the Weave. Archmages and powerful sorcerers demonstrate casting a wide array of spells - both simple and complex. Through astute observation and teachings, mesmers become adept at identifying spells while they are being cast.

Creating a Mesmer

Creating a mesmer requires a backstory related to one of the mesmer facets. As a starting character, you'll need to decide how you gained your gift of the Sight. Were you born with it? Were you exposed to a rare magic that granted it to you? Perhaps you belong to a mesmer family and you're another generation of reputable mesmers?

Next, you'll choose a mesmer facet which will detail how you wield the energy of the Weave. Maybe you relish in using your magic to drive people insane? Maybe you perfer to work covertly and specialize in illusions? Perhaps you fear the damage you can cause others and instead use your magic to help others?

What kind of work did you do? Were you a city interrogator who broke the minds of criminals? Maybe you were a criminal, using your magic and subterfuge to aid your organization or personal agenda. Whatever your background, you need to decide how your mesmer will fit into society. Most people are distrustful and fearful of mesmers, due to the power they wield. Do you exploit this fear or do you keep your abilities a guarded secret?

Quick Build

You can make a mesmer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Far Traveler background.

Mesmer | Lumenel

Multiclassing

If your group uses the optional rule for multiclassing in the Player's Handbook, here's what you need to know if you choose the savant as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a Wisdom score of at least 13 to take a level in this class, or to take a level in another class if you are already a mesmer.

Proficiencies Gained. If savant isn't your initial class, here are the proficiencies you gain when you take your first level as a mesmer: light armor and simple weapons.

Class Features

As a mesmer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per mesmer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mesmer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose three from Deception, History, Insight, Investigation, Medicine, Perception, Persuasion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) light crossbow and 20 bolts
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor and two daggers

Alternatively, you can start with 4d4 × 10 gp worth of equipment from Chapter 5 of the Player's Handbook.

Spellcasting

A mesmer's magic stems from their ability to control the energy of the Weave to shape their spells. Mesmers specialize in a form of reactionary spellcasting to hinder their enemy's ability to act and bolster allies. Due to the specialized nature of a mesmer's magic, they do not train to learn the nuances of higher-level spellcasting. Consequently, their knowledge limits them to learn spells of 5th level and below. They counteract their inability to cast higher level spells through the use of unique reactionary spells that greatly disrupt enemies' actions.

Energy Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Spell Level Point Cost
6th 9
7th 10
8th 11
9th 13

Energy Points

The Mesmer table shows how many energy points you have to cast your mesmer spells of 1st level and higher. Each spell has a point cost based on its level, shown on the Energy Point Cost table below. Instead of gaining a number of spell slots to cast your spells from the mesmer spell list, you gain a pool of energy points instead. You expend a number of energy points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your energy points total to less than 0, and you regain all spent energy points when you finish a long rest.

Cantrips

At 1st level, you know three cantrips of your choice from the mesmer spell list. You learn additional mesmer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mesmer table.

Preparing and Casting Spells

You prepare the list of mesmer spells that are available for you to cast, choosing from the mesmer spell list. When you do so, choose a number of mesmer spells equal to your Wisdom modifier + your mesmer level (minimum of one spell). The spells must be of a level no higher than the level shown in the Max Spell Level column of the Mesmer table.

For example, if you are a 5th-level mesmer, your max spell level is 2nd level spells. With a Wisdom score of 16, your list of prepared spells can include eight Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell color spray, you can cast it using energy points for 1st or 2nd level. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of mesmer spells requires time spent in concentration to connect with the flow of the Weave: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your mesmer spells, since your magic revolves around targeting the minds of your opponents and relies heavily on your own mental dexterity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a mesmer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a mesmer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your mesmer spells.

Mesmer | Lumenel

Mesmer Facet

At 1st level, you choose a Mesmer Facet, which details the branch of mental manipulation that you specialize in: Domination, Illusion, or Inspiration, all detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th, 10th, and 15th level.

Facet Spells

Each facet has a list of spells-its facet spells-that you gain at the Mesmer levels noted in the facet description. Once you gain a facet spell, you always have it prepared, and it doesn't count against the number of Spells you can prepare each day.

If you have a facet spell that doesn't appear on the Mesmer spell list, the spell is nonetheless a Mesmer spell for you.

Rising Madness

Starting at 2nd level, creatures you subject to your psychic manipulation are slowly driven mad. This madness is represented through Insanity points. A creature loses all Insanity points after 1 minute of not taking psychic damage from you.

A creature gains Insanity points in the following ways:

  • When you deal psychic damage to a creature, it gains 1 Insanity point. A creature can only gain 1 point this way per turn.
  • When a creature fails a saving throw against a mesmer spell or feature by 5 or more, it gains 1 Insanity point.
  • When a creature rolls a 1 on a saving throw against a mesmer spell or feature, it gains 4 Insanity points.

Corrupt Psyche

When a creature reaches 4 Insanity points and is within 60 feet of you, you can immediately force it (no action required) to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a successful save, the creature loses all Insanity points. On a failed save, the creature goes insane until the end of its next turn. A creature who is insane can't gain Insanity points.

Roll on the Insanity table to the right and add your mesmer level to the result (maximum 100) to determine the effect.

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature when you finish a short or long rest.

Energy Drain

At 3rd level, you learn to subvert a creature's mental energy to augment your spellcasting. As an action, a creature you can see within 60 feet of you must make a Wisdom saving throw (DC equals to your mesmer spell save DC). On a failed save, it takes 1d6 psychic damage + your Wisdom modifier and you regain energy points equal to half the damage dealt (rounded down). You can't regain more points than the energy points column in the Mesmer table.

This feature's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

You may use this feature once, and regain its use when you finish a short or long rest.

Insanity Table
d100 Effect
01-30 The creature loses control of its muscular system. Its speed is halved and it can't take reactions.
31-45 The creature sees you as a lost loved one and is charmed by you.
46-60 The creature experiences vivid hallucinations and has disadvantage on all attack rolls.
61-70 The creature believes it is on fire, dropping prone and staying that way for the duration.
71-75 The creature is frightened of the nearest creature and on its next turn it will immediately drop any items it is carrying and use all its movement to flee from the source of its fear.
76-80 The creature becomes incapacitated and spends the duration screaming, laughing, or weeping.
81-85 The creature realizes that it is its own worst enemy. It immediately uses its reaction to make a single melee weapon attack against itself and is then incapacitated with its speed reduced to 0.
86-90 A seething rage overcomes the creature, and it must use its turn to move up to the nearest creature and attack it, using Multiattack or Extra Attack if it has it. All attacks have advantage against the raging creature.
91-95 The creature is incapable of coherent thought or control of its body. It is stunned for the duration.
96-98 The creature retreats into its mind and becomes paralyzed for the duration. The effect ends if the creature takes any damage.
99-00 Roll on this table twice and the creature suffers both effects. Re-roll 99 and 100 for these rolls.
Mesmer | Lumenel

Enlightened

At 3rd level, your mesmer training and continuing research surrounding the intricacies of magic and spellcasting has granted you the knowledge to identify spells while they are being cast. Your studies grant you proficiency in the Arcana skill and allow you to use Arcana as a Wisdom-based skill. Making a Wisdom (Arcana) check related to identifying spells and magical effects no longer requires a reaction or action, and you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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.

Chaotic Disruption

At 5th level, you can take one additional Reaction per round. Once you use both Reactions you cannot take another until the beginning of your next turn. A single effect can only trigger one Reaction.

Upon reaching 17th level you can take up to three Reactions per round of combat.

Expansive Mind

At 7th level, you've learned to extend your senses to detect the cognitive activity of nearby creatures and react quickly. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier and you gain a +5 bonus to your passive Wisdom (Perception).

Overwhelming Insanity

At 11th level, your corrupt psyche feature leaves your victim's mind in a fragile state. When you drive a creature insane with this feature, it has vulnerability to the next psychic damage it takes while insane.

Additionally, whenever you roll on the Insanity Table, roll 2 dice and use the highest result.

Energy Surge

At 14th level, you learn to amplify a spell's energy, maximizing its effect. As a reaction, when you see or hear a friendly creature within 30 feet of you cast a spell of 1st through 5th-level that deals damage or restores hit points, you can amplify that spell's power. Treat the rolled dice as though each die rolled is its respective maximum value. You must use this ability before the dice are rolled.

Once you use this feature, you can't use it again until you finish a short or long rest.

Arcane Thievery

At 18th level, you learn to steal the secrets of more advanced spellcasting from the knowledge of other creatures. As an action, you can probe the mind of one creature within 120 feet of you and force them to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. A creature can willingly fail this saving throw. On a failed save, if the creature is a spellcaster, you can learn one spell from whichever class spell list most closely resembles the magic the creature uses (up to DM discretion). The learned spell must be a level for which the target has spell slots to cast.

For example, if you probed the mind of a hermit in the woods who focused on healing others, your DM might rule you gain access to the Cleric or Druid spell list. A cursed mage might grant you access to the Warlock spell list.

For the next 12 hours, you know the spell, always have it prepared, and can cast it by expending the required energy points shown in the Energy Point Cost table. You must provide any material components required to cast the spell. The creature can't cast that spell until the 12 hours have passed.

You can only steal the knowledge of one spell at a time and any previously stolen spell is lost upon using this feature. You may use this feature once and regain its use after you finish a long rest.

Maddening Disruption

At 20th level, when you cast a mesmer spell or use a mesmer feature that causes a creature's attack to miss or spell to fail, that creature gains 2 Insanity points.

Additionally, the duration of the Insanity from your corrupt psyche feature is extended to 1 minute, instead of 1 round. Starting at the end a creature's next turn, it can repeat the Wisdom saving throw. On a successful save, the Insanity ends.

Mesmer Facets

After their initial training, every mesmer chooses an area to focus their studies. These areas revolve around the different methods used to exploit and overwhelm a target's mind, as well as augment the mental capabilities of their allies.

Facet of Domination

Mesmers of this principle specialize in outright mental assaults. Their tactics often involve brute forcing their way through a target's mental defenses to crush their resolve. They focus on predicting their opponents next move and casting powerful spells that yield devastating consequences if the target plays into the mesmer's hand.

Domination Facet Spells
Mesmer Level Spells
1st Hideous Laughter, Dissonant Whispers
5th Hold Person, Tasha's Mind Whip
9th Counterspell, Hypnotic Pattern
13th Confusion, Dominate Beast
17th Hold Monster, Synaptic Static

Mental Anguish

At 1st level, you specialize in overwhelming a target's mind with a barrage of mental assaults. When you cast a mesmer spell, you can cast a mesmer cantrip with a casting time of 1 action as a bonus action before the end of your turn.

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature when you finish a long rest.

Mind Wrack

At 6th level, your corrupt psyche feature causes searing pain in a target's mind. When a creature fails its saving throw against this feature, it also takes 2d12 psychic damage. This damage increases by 1d12 when you reach 11th level (3d12) and 17th level (4d12).

Psychological Warfare

Also at 6th level, you can add your Wisdom modifier to the damage rolls of your mesmer cantrips.

Lingering Insanity

At 10th level, even those who recover from your insanity suffer weariness from its lingering effects. When a creature recovers from insanity, it has disadvantage on attack rolls, Strength saving throws, and Dexterity saving throws. This effect lasts until the end of the creature's next turn after recovering from insanity.

Air of Insanity

At 15th level, you learn to spread a deadly psychological virus that drives creatures insane. As an action, target a creature within 120 feet and force them to make a Wisdom saving throw. On a failed save, the target takes 5d8 psychic damage and contracts a psychological virus which drives it insane for 1 minute. Roll on the Insanity table below and add your mesmer level to the result (maximum 100) to determine the effect.

The virus transmits brainwaves to spread to nearby suitable hosts. Any creature that comes within 15 feet of an infected creature must also succeed on a Wisdom saving throw, or take 5d8 psychic damage and go insane. Roll on the Insanity table for each new person that becomes infected.

If a creature takes damage while insane, it can make another Wisdom saving throw, ending its insanity with a success. However, a creature is still contagious for the remainder of the of the virus.

After 1 minute passes, a creature recovers from the virus and is no longer insane or contagious. On a successful save or after a creature recovers, it is immune to the virus for 24 hours.

You can protect a number of creatures equal to your Wisdom modifier from the effects of the virus. This protection requires your concentration, as if on a spell. If you lose concentration, any unprotected creature within range of an infected target must immediately make a Wisdom saving throw, contracting the virus on a failure. You can use your action to reestablish protection of a creature, but are unable to cure the virus once it's contracted.

Once you use this feature, you can't use it again until you finish a long rest.

Mesmer | Lumenel

Facet of Illusion

Mesmers of this facet focus on deceiving their targets with powerful illusions. Through the use of these illusions, mesmers subvert their enemy's abilities to function until they become insane. They specialize in creating powerful phantasms to strike fear into their enemies. Their use of illusion magic often finds mesmers of this facet gainful employment in jobs where stealth and subtlety are high priorities.

Illusion Facet Spells
Mesmer Level Spells
1st Disguise Self, Silent Image
5th Phantasmal Force, Mirror Image
9th Major Image, Phantom Steed
13th Hallucinatory Terrain, Phantasmal Killer
17th Creation, Seeming

Imagined Burden

At 1st level, when a creature within 60 feet that you can see moves or takes an action, you can use a reaction to hinder the creature's effort with the feeling of an overbearing burden. Target creature must succeed on a Wisdom saving throw or have its speed reduced to 0, have disadvantage Dexterity saving throws, and be unable to take reactions for a number of rounds equal to half of your Wisdom modifier (rounded up).

A creature may repeat the Wisdom saving throw at the end of its turn, ending the effect on itself on a success.

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature when you finish a long rest.

Diversion

At 6th level, your corrupt psyche feature causes disorienting hallucinations. When a creature fails its saving throw against this feature, it also has disadvantage on Wisdom and Intelligence ability checks and saving throws while insane.

Maim the Disillusioned

Also at 6th level, your illusions represent the manifestation of your target's greatest fear. When you force a creature to make a saving throw against an illusion spell you cast, it gains 1 Insanity point if it fails the saving throw by 4 or more, instead of 5.

Persistent Illusions

At 10th level, when you cast an illusion spell with a duration of 1 round, you can use your bonus action at the start of your next turn to force your target to repeat the saving throw. On a failure, your illusion spell persists for 1 additional round.

A spell can only have its duration extended once through this feature before requiring to be recast.

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after a long rest.

Shattered Reality

At 15th level, you illusions become so convincing that targeted creatures are unable discern reality from fantasy. Whenever an illusion spell that you cast ends on a creature, it must succeed on an Wisdom saving throw or take 4d8 psychic damage and go insane until the end of its next turn. Roll on the Insanity table below and add your mesmer level to the result (maximum 100) to determine the effect.

Mesmer | Lumenel

Facet of Inspiration

Mesmers of this facet specialize in aiding their allies by augmenting their abilities. They manipulate the energy of an enemy to hinder their capability and grant it to allies. Their unique spells and abilities inspire allies to push their advantage in a fight. Through astute mental awareness, they shield their allies' minds from harmful effects and reinforce their senses.

Inspiration Facet Spells
Mesmer Level Spells
1st Bless, Heroism
5th Aid, Calm Emotions
9th Beacon of Hope, Dispel Magic
13th Compulsion, Charm Monster
17th Circle of Power, Skill Empowerment

Bonus Cantrip

When you choose this facet at 1st level, you gain the guidance cantrip if you don't already know it.

Inspiring Bond

At 1st level, your spells bolster the resolve of your allies. When you cast a spell of 1st level or higher on a friendly creature, that creature gains temporary hit points equal twice your mesmer level + your Wisdom modifier. If the spell you cast requires concentration, the creature has a +1 bonus to its AC while you maintain concentration.

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after you finish a long rest.

Ether Feast

At 6th level, your corrupt psyche feature drains a target's energy, temporarily weakening it, and grants it a nearby ally. When a creature fails its saving throw against this feature, select one friendly creature within 30 feet of you and choose one of the following effects:

  • Target creature's next attack deals 1d6 less damage. Your ally's next attack before the end of their next turn deals an additional 1d6 force damage.
  • Target creature loses 10 movement speed on its next turn. Your ally gains 10 movement speed on their next turn.
  • Target creature takes 1d6 necrotic damage. Your ally regains hit points equal to 1d6 + your Wisdom modifier.

At 11th level, the damage and healing dice increase to a d10 and the movement speed increases to 15 feet. At 17th level, the dice increase to a d12 and the movement speed increases to 20 feet.

Additionally, when you choose a creature to regain hit points due to the effect a mesmer spell, you can add your Wisdom modifier to the rolled value.

Unbreakable Mind

At 10th level, you learn to shield the minds of others from mental impairment. Whenever you or a friendly creature within 30 feet of you must make a Wisdom or Intelligence saving throw, the creature gains a bonus to the roll equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Additionally, you can use your bonus action to end an effect on yourself or a creature within 30 feet of you that is causing you or it to be charmed, frightened, or incapacitated due to a mental effect.

Channeling

At 15th level, whenever you cause a creature's spell to fail, you regain 2 energy points.

Additionally, you learn to transfer the energy you use to cast spells to other creatures. As a bonus action, you can expend energy points for a given spell's level to create a temporary equivalent spell slot, as shown in the Energy Point Cost table at the beginning of this class description. The spell slot can be no higher than 5th level.

With your permission, one creature within 30 feet of you can use this spell slot before the start of your next turn. If a creature doesn't use this spell slot, the energy dissipates.

Once you use this feature, you can't use it again until you finish a short or long rest.


Facet of Telepathy

Mesmers of this facet specialize in infiltrating their opponent's mind to predict their next move. Once they gain access to a creature's mind, these mesmers gain insight into the target's thoughts and use this knowledge to exploit key weaknesses. These mesmers make excellent additions to a royal court or as undercover bodyguards, given their skills at reading the minds around them.

Telepathy Facet Spells
Mesmer Level Spells
1st Cause Fear, Command
5th Detect Thoughts, Suggestion
9th Fear, Sending
13th Compulsion, Dominate Beast
17th Dominate Person, Telepathic Bond

Telepathic Communication

Starting at 1st level, you can connect to the mind of another creature and communicate telepathically. As a bonus action, choose one creature you can see within 60 feet of you. You and the chosen creature can speak telepathically which each other, but must speak mentally in a language the other knows.

This connection ends if you are incapacitated, die, or if use this ability to form a connection with different creature.

Telepathic Intrusion

Additionally at 1st level, as an action, you can penetrate the mind of a creature you can see within 60 feet. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage and you gain a d4 telepathy die. On a successful save, the target takes half damage.

 Until the end of your next turn, if you make an attack roll against the creature or the creature makes a saving throw against a mesmer spell or feature, you can add or subtract the d4 from the roll (deciding to roll before you roll the attack or a creature makes a saving throw).

The damage of this feature increases by 1d10 at 5th, 11th, and 17th levels.

You can only have one telepathy die at a time.

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature when you finish a long rest.

Foresight

At 6th level, when a creature fails its saving throw against your corrupt psyche feature, you gain a telepathy die as you probe the creature's mind. You may use this telepathy die against the creature before the end of your next turn.

Additionally, you can read the creature's mind as if it were under the effects of detect thoughts or issue it a command as if under the command spell.

Mind's Eye

At 10th level, you learn to sense the thoughts of nearby intelligent creatures. You know the location of any nearby creature within 60 feet with an Intelligence score of 5 or greater.

Additionally, your telepathy die increases from a d4 to a d6.

Omnipotence

At 15th level, you routinely scan the thoughts of enemies to predict their actions. You gain a telepathy die at the start of each of your turns that you can use against any creature before the start of your next turn.

Additionally, creatures within 60 feet have disadvantage on attack rolls against you. Additionally, you have advantage on saving throws that creatures within 60 feet of you force you to make.

Mesmer | Lumenel

Facet of Seduction

Mesmers of this facet love to play with their victim's emotions and mind. They lure their prey in with mental manipulations and promises of love, only to leech the energy and life from a creature's mind and body.

Seduction Facet Spells
Mesmer Level Spells
1st Charm Person, Sleep
5th Entrall, Suggestion
9th Bestow Curse, Hypnotic Pattern
13th Compulsion, Charm Monster
17th Geas, Modify Memory

Disarming Charm

At 1st level, you can momentarily distract a hostile creature with your charm. When a creature makes a weapon or spell attack roll against you, you can use your Reaction to force it to make a Wisdom saving throw. On a failed save, the creature is Charmed by you until the end of its next turn and the attack misses.

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature when you finish a long rest.

Lover's Caress

At 6th level, your embrace on a Charmed target drains its life force. As an action, force one creature who is Charmed by you and within 5 feet to make a Wisdom saving throw. On a failed save, it takes 2d8 necrotic damage and 2d8 psychic damage. You gain temporary hit points equal to half the damage dealt.

You can use this feature twice and regain all uses of this feature when you finish a short or long rest.

Beguiling Figure

Also at 6th level, you can use your bonus action to mentally command a creature Charmed by you to move up to half its move speed directly toward you by the safest route.

Lovestruck Fool

Starting at 10th level, creatures that you charm lower their guard and surrender themselves to you. While Charmed by you, a creature has -1 to its AC and disadvantage on saving throws.

Seductress's Gaze

Additionally at 10th level, if a humanoid creature can see you, it has disadvantage on saving throws to resist being Charmed by you.

Siren's Song

At 15th level, you're able to seduce nearby creatures with a string of melodic notes. For 1 minute, or until you lose your concentration (as if you were concentrating on a spell), you can use your action on your turn to sing. Each creature of your choice within 60 feet of you must succeed on a saving throw or become Charmed by you until the start of your next turn.

While Charmed in this manner, a creature will use all its move speed to move directly toward you by the safest route possible, then become incapacitated while staring longingly at you. The first time a Charmed creature ends it's turn within 5 feet of you, you can use your Reaction to force the Creature to succeed on a Wisdom saving throw or take 7d8 psychic damage and go insane. Roll on the Insanity table below and add your mesmer level to the result (maximum 100) to determine the effect.

Once you drive a creature insane with this feature, it is immune to this feature's effects for 24 hours.

Once you use this feature, you can't use it again until you finish a long rest.

Facet of Terror

Mesmers of this facet specialize in infiltrating their opponent's mind to predict their next move. Once they gain access to a creature's mind, these mesmers gain insight into the target's thoughts and use this knowledge to exploit key weaknesses. These mesmers make excellent additions to a royal court or as undercover bodyguards, given their skills at reading the minds around them.

Terror Facet Spells
Mesmer Level Spells
1st Cause Fear, Dissonant Whispers
5th Blindness/Deafness, Crown of Madness
9th Enemies Abound, Fear
13th Compulsion, Phantasmal Killer
17th Mislead, Dream

Terrifying Visage

At 1st level, creatures that are frightened by you are left vulnerable as they are crippled with fear. While frightened, a creature has a penalty to its Armor Class (AC), attack rolls, and saving throws. This penalty is equal to half your proficiency bonus and lasts as long as you or the entity the creature is frightened of remains in its line of sight.

Sum of All Fears

Beginning at 6th level, your corrupt psyche feature strikes fear into the minds of those you drive insane. When a creature recovers from insanity inflicted by this feature, it is frightened of you until the end of its next turn.

Terror

Also at 6th level, at the start of its turn, a creature who is frightened of you must succeed on a Wisdom saving throw or take 2d8 psychic damage.

Dreadful Gaze

At 10th level, you learn to pierce the mind of a frightened creature with an overwhelming sense of dread. As an action, force one creature who is frightened and within 60 feet of you to make a Wisdom saving throw. On a failed save, the creature takes 4d8 psychic damage and is paralyzed with fear until the end of its next turn. On a successful save, the creature takes half damage and is not paralyzed.

You can use this feature once and regain its use when you finish a short or long rest.

Paranoia

At 15th level, as an action, you can cloud the minds of up to eight creatures within 60 feet of you with paranoia. Each creature must make a Wisdom saving throw. On a failed save, a creature's vision is clouded which prevents it from seeing beyond 15 feet for one minute. At the start of its turn, an affected creature takes 3d8 psychic damage and it perceives any creature it can see as an enemy, and will use its action to attack it or target it with a spell.

Whenever an affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

A creature may repeat the Wisdom saving throw at the end of its turn, ending the effect on itself on a success.

You can use this feature once and regain its use when you finish a long rest.

Mesmer Spells

Cantrips (0 Level)
  • Accumulated Pain*
  • Encode Thoughts
  • Energy Bolt*
  • Fatigue*
  • Friends
  • Light
  • Mage Hand
  • Message
  • Minor Illusion
  • Overload*
  • Prestidigitation
  • Thaumaturgy
1st Level
  • Charm Person
  • Color Spray
  • Command
  • Comprehend Languages
  • Cry of Frustration*
  • Detect Magic
  • Disguise Self
  • Diversion*
  • Dissonant Whispers
  • Feedback*
  • Heroism
  • Hideous Laughter
  • Illusion of Weakness*
  • Illusory Script
  • Identify
  • Power Drain*
  • Sanctuary
  • Silent Image
  • Sleep
  • Spirit Shackles*
  • Visions of Regret*
2nd Level
  • Aid
  • Backfire*
  • Blindness/Deafness
  • Blur
  • Calculated Risk*
  • Clumsiness*
  • Confusing Images*
  • Conjure Nightmare*
  • Crown of Madness
  • Detect Thoughts
  • Enchanter's Conundrum*
  • Enhance Ability
  • Enthrall
  • Fevered Dreams*
  • Imagined Burden*
  • Invisibility
  • Magic Mouth
  • Mind Spike
  • Nystul's Magic Aura
  • Pain Response*
  • Phantasmal Force
  • Psychic Parry*
  • Shrinking Armor*
  • Silence
  • Suggestion
3rd Level
  • Atrophy*
  • Beacon of Hope
  • Counterspell
  • Crippling Anguish*
  • Dispel Magic
  • Energy Burn*
  • Extend Insanity*
  • Fragility*
  • Hypnotic Pattern
  • Ineptitude*
  • Major Image
  • Migraine*
  • Phantom Steed
  • Psychic Instability*
  • Sending
  • Tongues
4th Level
  • Charm Monster
  • Chaos Storm*
  • Compulsion
  • Confusion
  • Dominate Beast
  • Greater Invisibility
  • Hallucinatory Terrain
  • Mind Rot*
  • Panic*
  • Phantasmal Killer
  • Power Block*
  • Power Leech*
  • Power Transfer*
  • Psychic Link*
5th Level
  • Circle of Power
  • Creation
  • Dominate Person
  • Dream
  • Expose Weakness*
  • Geas
  • Hold Monster
  • Maddening Haze*
  • Mislead
  • Modify Memory
  • Recurring Insecurity*
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Telepathic Bond

Spell Descriptions

Accumulated Pain

evocation cantrip


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you take psychic damage
  • Range: 60 ft
  • Components: S
  • Duration: Instantaneous

Amplify psychic damage that a creature within range experiences. Target creature must succeed on an Intelligence saving throw or take 1d6 psychic damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Atrophy

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Weaken a creature's ability to control their body. Target creature must make a Wisdom saving throw. On a failure, it has disadvantage on attack rolls and deals 1d4 less damage with its weapon attacks (this can't reduce the damage below 1). An affected creature also has disadvantage on Strength and Dexterity ability checks and saving throws.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Backfire

2rd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: 1 round

Plant a seed of raw energy in the mind of a creature that absorbs spells and then surges with psychic energy. If target creature attempts to cast a spell before the end of its next turn, the target must make an Intelligence saving throw. On a failed save, a target takes 4d8 psychic damage and the spell fails.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Mesmer | Lumenel

Chaos Storm

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure an storm of psychic energy in a 20-foot-radius sphere centered on a point within range that you can see. The area is considered difficult terrain while the storm lasts. When a creature enters the spell's area for the first time on a turn or stars its turn there, that creature must make a Wisdom saving throw. The creature takes 4d8 psychic damage on a failed save, or half as much damage on a successful one, and must roll a d4 to determine the effect of the storm's energy. A creature suffers this effect until the beginning of its next turn.

d4 Effect
1 The creature loses its sense of balance and is knocked Prone.
2 The creature is afflicted with a neurological disorder and is Poisoned.
3 The creature loses its hearing and is Deafened.
4 The creature loses its sight and is Blinded.

As a bonus action on your turn, you can move the storm up to 10 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Clumsiness

2nd-level evocation


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you make a weapon attack
  • Range: 60 ft
  • Components: S
  • Duration: Instantaneous

Briefly disrupt a creature's muscular control to disrupt its attack. Target creature must make a Constitution saving throw. On a failed save, the attack misses and the creature takes 2d8 psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Confusing Images

2nd-level illusion


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S
  • Duration: 1 round

Conjure hallucinations to distract a creature and hinder its attacks. Target creature must succeed on an Intelligence saving throw or have disadvantage on attack rolls. If the target misses with an attack, this spell's duration extends for an additional round.

This spell will continue to extend until the target doesn't miss an attack during its turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Conjure Nightmare

2nd-level illusion


  • Casting Time: 1 action
  • Range: 1200 feet
  • Components: V, S
  • Duration: 1 round

You project a phantasmal image of a creature’s worst fear to an unoccupied space that you can see within 15 feet of your target. Target creature must succeed on a Wisdom saving throw or take 2d8 psychic damage and become frightened of the image for the duration.

While frightened by this spell, at the start of its turn, a creature must immediately take the Dash action to move away from the image by the safest available route, unless there is nowhere to move.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Mesmer | Lumenel

Crippling Anguish

3rd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Fabricate an illusion of harmful terrain or a horrific painful injury that impedes a creature's movement. Target creature must make an Intelligence saving throw. On a failed save, the target's speed is halved and it has disadvantage on Strength and Dexterity saving throws. On its turn, the creature takes 2d8 psychic damage for every 5 feet it willingly moves.

At the end of the creature's turn, it may repeat the saving throw, ending the spell's effects on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Cry of Frustration

1st-level evocation


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you miss an attack roll
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Release a wave of psychic energy that distracts your target and nearby enemies. Target creature and all enemies within 10 feet of the target must succeed on an Intelligence saving throw or take 1d8 psychic damage and have disadvantage on their next attack roll.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Diversion

1st-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

Conjure of hallucination to distract a creature, leaving him vulnerable to attacks. Target creature must succeed on an Intelligence saving throw or attack rolls against the target are made with advantage.

On the creature's turn, roll a d20. On an 11 or higher, the creature is unable to perceive any other targets and hopelessly takes the attack action against its hallucination.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Enchanter's Conundrum

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Devise a trap of psychic energy to overwhelm a spellcaster and break their concentration. Target creature must make an Intelligence saving throw. It takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. If the creature was concentrating on a spell and succeeds its Constitution saving throw, it takes another 3d8 psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the second damage dice increase by 1d8 for each slot level above 2nd.

Energy Bolt

evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Fire a small energy bolt toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 psychic damage.

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

Energy Burn

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Flood a creature's mind with the raw energy of the Weave, inhibiting its ability to cast spells. Target creature must make an ability check using its spellcasting ability against your spell DC. On a failure, roll a d4. The target loses a spell slot equal in level to the rolled value and takes 1d8 per spell slot level + 2d8 psychic damage.

Mesmer | Lumenel

 If the target has no remaining spell slots equal to the rolled level, they lose the next lowest level for which they have a remaining spell slot.

At Higher Levels. When you cast this spell using a spell slot of 4th level, the second damage increases by 1d8 for each slot level above 3rd.

Expose Weakness

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Ease a creature's hostility and cause them to lower their guard. Target creature must succeed on a Wisdom saving throw or have disadvantage on attack rolls. Attack rolls against the creature are made with advantage and score a critical hit on a roll of 19 and 20.

Fatigue

transmutation cantrip


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you make an attack or cast a spell
  • Range: 60 ft
  • Components: V
  • Duration: 1 round

Drain energy from a creature leaving it momentarily weakened. The target must succeed on a Constitution saving throw or have disadvantage on the next attack roll or saving throw it makes before the end of its next turn.

Feedback

1st-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Enchant one target within range with psychic energy that surges at creatures whom harm your target. Whenever the target takes damage, its attacker must succeed on an Intelligence saving throw or take 2d8 psychic damage. An attacker can only take this damage once per turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Fragility

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Delude a creature into thinking it is weak and vulnerable to attacks. Target creature must succeed on a Wisdom saving throw or take an additional 1d6 damage whenever it takes piercing, slashing, or bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level, the Duration is Concentration, up to 10 minutes. If you use energy points for 5th level, the Duration is 8 hours and doesn't require Concentration.

Illusion of Weakness

1st-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Bolster a creature's resolve to grant it a burst of adrenaline when it becomes injured. The next time target creature takes damage, it gains 1d6 + 4 temporary hit points prior to taking damage and this spell ends.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, target creature gains 5 additional Temporary Hit Points for each slot level above the 1st.

Mesmer | Lumenel

Ineptitude

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Plant seeds of psychic energy in the minds of creatures that'll cause their sight to escape them when they try to attack. Six creatures of your choice in a 40-foot cube within range must make a Constitution saving throw. On a failed save, a target takes 4d8 psychic damage and is blinded until the end of its next turn if it makes a weapon attack before this spell ends. This blindness applies to the triggering attack.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Maddening Haze

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You infect the minds of eight creatures of your choice in a 40-foot cube within range with an excruciating madness. Each target must make a Wisdom saving throw. On a failed save, a target takes 5d8 psychic damage and goes insane for the duration of the spell. Roll on the Insanity table and add your mesmer level to the result (maximum 100). Each creature suffers the same effect. On a successful save, a creature takes half damage.

At the end of a target's turn, it can repeat the Wisdom saving throw. On a failed save, it take 5d8 psychic damage. On a successful save, it takes half damage and the spell and insanity end.

Migraine

3rd-level illusion


  • Casting Time: 1 action
  • Range: 90 ft
  • Components: V, S
  • Duration: 1 round

Trick a creature into believing they're suffering from a debilitating migraine. Target creature must make an Intelligence saving throw. On a failed save, during the creature's next turn, it takes 4d8 psychic damage whenever it makes an attack roll or casts a spell.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted and the target takes another 3d8 psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 in both instances for each slot level above 3rd.

Mind Rot

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You infect a creature's mind with a progressive deterioration. Target creature must succeed on a Wisdom saving throw or the creature's Wisdom, Intelligence, and Charisma scores decrease by 2 (to a minimum of 1), and, if you choose, it takes 2d8 psychic damage.

While affected by this spell, at the end of the creature's turn, it can repeat the Wisdom saving throw. On a failure, the creature's ability scores decrease by 2 and, if you choose, it takes 2d8 psychic damage. On a successful saving throw, the spell ends on the target. When the spell ends on the target and at the start of each of its turns thereafter, the creature regains 2 points to its affected ability scores, up to their original values.

If the target can cast spells and this spell reduces its spellcasting ability to 1, it can no longer cast spells until its spellcasting ability is brought back above 1.

At Higher Levels. When you cast this spell using energy points for 5th level, the target's ability scores decrease by 3, instead of 2, and the damage increases by 1d8.

Overload

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

Target creature must succeed on an Intelligence saving throw or take 1d6 physic damage. This damage increases to 1d12 if the target is under the effects of a mesmer spell, mesmer feature, or insanity.

This spell's damage increases by 1d6 and 1d12 when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12).

Mesmer | Lumenel

Pain Response

2nd-level enchantment


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you take damage
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

When a creature takes damage, you inhibit its feelings of pain and and bolster its resolve. The triggering attack deals zero damage and your target has advantage on attack rolls and saving throws until the end of its next turn. At the end of its next turn, your target takes psychic damage equal to the damage that would have been dealt by the triggering attack.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your target also gains resistance to slashing, bludgeoning, and piercing damage until the end of its next turn.

Panic

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Invoke a sense of helplessness in a group of creatures that causes them to panic and take damage whenever they see each other get injured. Target six creatures within a 40-foot cube and force them to make a Wisdom saving throw. On a failed save, whenever they take damage, all other enemies under the effect of this spell within 20 feet of them take 6d8 psychic damage. Whenever a creature takes damage from this spell, they may repeat this saving throw, ending this spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage increases by 1d8.

Power Block

4th-level enchantment


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you make an attack roll or cast a spell
  • Range: 60 ft
  • Components: S
  • Duration: Concentration, up to 1 minute.

Overload a creature's mind with energy, rendering them incapable of thought and action. Target creature must make a Wisdom saving throw. On a failed save, the attack or spell fails and the creature takes 7d8 psychic damage and is Stunned for the duration of the spell. At the end of the creature's next turn, and each turn after, it may repeat this saving throw, ending the spell with a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Power Drain

2nd-level evocation


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you make an attack roll
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Siphon energy from a creature's attack to reduce its effectiveness and repurpose it to aid allies. Target creature must make a Constitution saving throw. On a failed save, the target has disadvantage on its attack roll and one creature of your choosing within 30 feet of you can regain 1d8 hit points.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Power Transfer

4th-level enchantment


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casts a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Target a creature casting a spell and steal the spell's energy and grant it to an ally. Target creature must make a Wisdom saving throw. On a failed save, the target takes 6d8 psychic damage and its spell fails. One ally of your choice (including you) can regain one spell slot or energy points equal to the level of the interrupted spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage increases by 1d8.

Mesmer | Lumenel

Power Leech

4th-level enchantment


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casts a spell
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute.

Create a psychic leech in a creature's mind to siphon spell energy and allow you to use it to aid allies. Target creature must make a Wisdom saving throw. On a failed save, the target takes 4d8 psychic damage, the spell fails, and one creature of your choice within 30 feet of you regains hit points equal to the amount of psychic damage dealt. Whenever your target casts a spell while you maintain concentration, it must make an Intelligence saving throw. On a failed save, it takes 4d8 psychic damage and you may choose one creature within 30 feet to regain hit points equal to the amount of psychic damage dealt. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage and healing increases by 1d8.

Psychic Instability

3rd-level evocation


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you make an attack roll or cast a spell
  • Range: 60 ft
  • Components: S
  • Duration: Instantaneous

Interrupt a creature's action and overwhelm its mind with psychic energy that prevents it from acting. Target creature must make a Wisdom saving throw. On a failed save, its attack misses or spell fails, it takes 3d8 psychic damage, and is Incapacitated until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, the damage increases by 1d8 for each slot level above 2nd.

Psychic Parry

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you make an Intelligence or Wisdom saving throw
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You gain advantage on the triggering saving throw. If you succeed, the creature that forced the saving throw on you takes 2d8 psychic damage. You can use this spell after rolling the dice but before determining the results.

Recurring Insecurity

5th-level illusion


  • Casting Time: 1 round
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

Invoke a sense of insecurity in a creature that damages a creature's ego. Target creature must succeed on a Charisma saving throw or have disadvantage on attack rolls. If the target misses with an attack, it takes 10d8 psychic damage and this spell's duration extends for an additional round.

This spell will continue to extend until the target doesn't miss an attack during its turn.

Mesmer | Lumenel

Aura of Dread

4th-level enchantment


  • Casting Time: Casting Time
  • Range: Self (15-foot-radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You emanate an aura that instills fear in nearby creatures. When a hostile creature enters this aura for the first time or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 5d8 psychic damage, is incapacitated, and frightened of you until the start of its next turn. On a successful save, the creature takes half damage and is not incapacitated and frightened.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage increases by 1d8 and the range of the aura increases to 30 feet.

Shrinking Armor

2nd-level illusion


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: 1 round

Trick a creature into believing its armor is slowing shrinking and crushing it. Target creature must succeed on a Wisdom saving throw or take 3d8 bludgeoning damage and have -1 to its AC until the end of your next turn. At the start of its next turn, it must succeed on another Intelligence saving throw or it takes another 3d8 bludgeoning damage and suffer another -1 to its AC. On a successful save, the creature takes no damage or AC penalty and the spell ends. Once this spell ends, the creature's AC returns to its original value.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Spirit Shackles

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Burden a creature with psychic energy that occasionally causes it to miss attacks. When a creature misses an attack, you can siphon those emotions of defeat and frustration to heal a nearby ally. Target creature must make a Charisma saving throw. On a failure, whenever the target makes a weapon attack, roll a d20. On a roll of 11 or higher, the attack misses and one creature of your choosing within 30 feet of you can regain 2d8 hit points.

Whenever a creature affected by this spell misses an attack, it can repeat the Charisma saving throw, ending this spell's effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 2nd.

Visions of Regret

1st-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: 1 round

Conjure visions of sorrow that causes pain to a creature who fails in its actions. Target creature must succeed on an Intelligence saving throw or take 2d8 psychic damage whenever it misses an attack, fail a saving throw, or has a spell fail.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Change Log: v3.2

Reworked the Lvl 2 Feature

Added the mechanic of Corrupt Psyche and having the subclasses alter its effects.

Reworkded the Lvl 3 Feature

OLD - Bonus action, Intelligence save, 1d6.


NEW - Action, Wisdom save, 1d6.


REASON - Power adjustment.

Added Lvl 5 Feature

REASON - Received feedback that all half casters have a 5th level feature that greatly increases damage output (ie. Extra Attack). So the extra Reaction feature I added used to be the old core mechanic, but was removed. The current iteration uses the wording from Laserllama's Savant class.

Replaced Lvl 7 Feature

OLD - Your awareness alerts you to the hostile intent of nearby creatures, allowing you to quickly react to incoming threats. You have advantage on Dexterity saving throws against Effects imposed on you by another creature. You do no gain this benefit against traps, environmental hazards, or while you are Incapacitated.


NEW - At 7th level, your continuing research surrounding the intricacies of magic and spellcasting has granted you the knowledge to identify spells while they are being cast. Your studies allow you to use Arcana as a Wisdom-based skill. When you make a Wisdom (Arcana) check related to identifying spells and magical effects, you are considered proficient in the Arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Additionally, this learning has awakened your mind to allow you to detect nearby threats and react quickly. You gain a +5 bonus to your passive Wisdom (Perception) and can't be surprised by creatures within 60 feet of you.


REASON - I wanted to tie back in a Mesmer's thirst for knowledge surrounding spellcraft. Since they specialize in disrupting spells, they spend a lot of time researching spells and how to distinguish them from one another. Since Mesmer's learn counterspell and other 3rd level reactionary spells at 9th level, it made sense that around 7th level, they are acquiring the knowledge needed to perform these spells at 9th level.

Level 10 is now Subclass feature, Level 11 now the class feature

REASON - Felt that since level 11 is the next tier of play, it made more sense to have the biggest feature that augments the Mesmer's core mechanic of insanity here, instead of at level 10.

Replaced Lvl 14 Feature

OLD - At 14th level, you learn to subtlety influence the cognitive abilities of nearby creatures. When a creature within 60 feet of you makes a Wisdom, Intelligence, or Charisma ability check or saving throw, you can use your reaction give them advantage or disadvantage on the roll.


NEW - At 14th level, you learn to amplify a spell's energy, causing it to yield more devastating effects. As a reaction, when you see or hear a friendly creature within 30 feet of you cast a spell of 1st through 5th-level that deals damage, you can amplify that spell's power. Treat the damage dice as though each die rolled is its respective maximum value.

Once you use this feature, you can't use it again until you finish a short or long rest.


REASON - This was more of a placeholder feature because I couldn't think of anything else to fit here. The new feature ties into the Mesmer's theme of mental manipulation, or in this case, mentally augmenting an ally's spell.

Reworked Lvl 6 Domination Feature

OLD - At 6th level, you can add your Wisdom modifier to the damage rolls of your mesmer cantrips and spells.

Additionally, when a creature takes psychic damage, you can use your reaction to spend up to 2 energy points to increase that damage by 1d12 for each energy point. At 11th level, the damage increases to 2d12 per energy point, and at 17th level, 3d12 per energy point.


NEW - At 6th level, your corrupt psyche feature causes searing pain in a target's mind. When a creature fails its saving throw against this feature, it also takes 2d12 psychic damage. This damage increases by 1d12 when you reach 11th level (3d12) and 17th level (4d12).

At 20th level, this damage also applies to uses of your maddening disruption feature.


REASON - I wanted each of the subclasses to have a unique feel to the core mechanic, corrupt psyche. Since domination specializes in the direct approach, making corrupt psyche deal damage allowed me to merge the old level 6 feature into a more predictable and balanced avenue.

Replaced Lvl 1 Illusion Feature

OLD - The Channel Divinty of Trickery Cleric basically.


NEW - When a creature within 60 feet that you can see moves or takes an action, you can use a reaction to hinder the creature's effort with the feeling of an overbearing burden. Target creature must succeed on a Wisdom saving throw or have its speed reduced to 0 and be unable to take reactions for a number of rounds equal to half of your Charisma modifier (rounded up).

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature when you finish a short or long rest.


REASON - I never felt satisfied that I essentially modified the Trickery domain cleric Channel Divinity. I wanted something that felt more unique, but stuck to the theming of using illusions to hinder your enemies.

Reworked Lvl 6 Illusion Feature

OLD - At 6th level, you become a manifestation of your enemies' greatest fears. When you cause a target's attack to miss or spell to fail, you can use your reaction to force them to make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of its next turn.

Additionally, a creature you cause to be frightened takes 2d8 psychic damage at the start of its turn.


NEW - At 6th level, your corrupt psyche feature causes disorienting hallucinations. When a creature fails its saving throw against this feature, it also has disadvantage on Wisdom, Intelligence, and Charisma ability checks and saving throws while insane.

At 20th level, this effect also applies to uses of your maddening disruption feature.

Also at 6th level, your illusions represent the manifestation of your target's greatest fear. When you force a creature to make a saving throw against an illusion spell you cast, it gains 1 Insanity point if it fails the saving throw by 4 or more, instead of 5.


REASON - Since this subclass focuses on the use of illusions and hallucinations to distract/hinder, it felt appropriate for the corrupt psyche to inhibit a creature's ability to resist mental effects while insane.

Reworked Lvl 6 Inspiration Feature

OLD - At 6th level, when you cause a creature's attack to miss or spell to fail, you can use your reaction to siphon energy from the creature and grant it to another friendly creature within 30 feet of you. You can use this feature in three ways:

  • Target creature's next attack deals 1d4 less damage. Your ally's next attack deals an additional 1d4 force damage.
  • Target creature loses 10 movement speed on their next turn. Your ally gains 10 movement speed on their next turn.
  • Target creature takes 1d4 necrotic damage. Your ally regains hit points equal to 1d4 + your Wisdom modifier.

At 11th level, the damage and healing dice increase to a d8 and the movement speed increases to 15 feet. At 15th level, the dice increase to a d12 and the movement speed increases to 20 feet.

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after a long rest.

Additionally, when you choose a creature to regain hit points due to the effect a mesmer spell, you can add your Wisdom modifier to the rolled value.


NEW - At 6th level, your corrupt psyche feature drains a target's energy, temporarily weakening it, and grants it a nearby ally. When a creature fails its saving throw against this feature, select one friendly creature within 30 feet of you. Choose one of the following effects:

  • Target creature's next attack deals 1d6 less damage. Your ally's next attack before the end of their next turn deals an additional 1d6 force damage.
  • Target creature loses 10 movement speed on their next turn. Your ally gains 10 movement speed on their next turn.
  • Target creature takes 1d6 necrotic damage. Your ally regains hit points equal to 1d6 + your Wisdom modifier.

At 11th level, the damage and healing dice increase to a d10 and the movement speed increases to 15 feet. At 15th level, the dice increase to a d12 and the movement speed increases to 20 feet.

Additionally, when you choose a creature to regain hit points due to the effect a mesmer spell, you can add your Wisdom modifier to the rolled value.


REASON - Just the most sensible way to combine the 2 features by tying it to corrupt psyche, rather than interrupts.

Reworked Lvl 11 Inspiration Feature

OLD - At 11th level, you learn to shield the minds of others from psychic attacks. As a reaction, when a creature within 60 feet of you takes psychic damage, you can grant them resistance to psychic damage, including against the triggering attack, until the end of their next turn.

Additionally, you can use your bonus action to end an effect on yourself or a creature within 60 feet of you that is causing you to be charmed or frightened.


NEW - At 11th level, you learn to shield the minds of others from mental impairment. Whenever you or a friendly creature within 30 feet of you must make a Wisdom, Intelligence, or Charisma saving throw, the creature gains a bonus to the roll equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Additionally, you can use your bonus action to end an effect on yourself or a creature within 30 feet of you that is causing you or it to be charmed or frightened.


REASON - The original feature was highly situation and would go unused most the campaign. I wanted to change it to something that still focuses on resisting mental effects.

The

Mesmer

Version 2.1.2
Created by /u/Deejjster

 

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