Mesmer (5e Subclass)

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Mesmer

Rogue Subclass

The mesmer is a subclass of the rogue. A mesmer, rather than relying on stealth to confound her foes, operates in plain sight. She has a quick wit and is a master of disguise. In combat, she summons phantasms to confuse her enemies and uses them as weapons. These Phantasms appear to be completely real. This includes touch as they can be damaged. (This subclass draws on the mesmer class as seen in the 5e homebrew section, but is presented here as a subclass for the rogue.)

NOTE: Upon taking the mesmer subclass, the Rogue no longer gains Uncanny Dodge or Stroke of Luck through typical class progression. These abilities are replaced by those listed below for the relevant levels. In addition, Slippery Mind has been modified; see below.

Phantasms

When you choose this subclass at 3rd level, you gain the ability to summon a copy of yourself as an action or bonus action. This phantasm appears on your square, but moves and acts independently of you, has an AC equal to 10 + your Intelligence modifier, and 1 hit point. You can summon up to a maximum of 2 phantasms at level 3. Phantasms may occupy your space without penalty. It has one attack per turn, deals 1d4 + half your rogue level psychic damage. It's attack bonus is equal to your proficiency bonus + your Intelligence modifier. Upon taking damage, a phantasm is destroyed.

If your phantasm occupies the same space as you (and only one may do so at a time), it provides half cover. If an enemy misses you due to the cover bonus, the phantasm takes the hit for you and is destroyed. Phantasms cannot move or act on the turn they are summoned, but they still provide the half cover bonus. Phantasms last until shattered or until dismissed as a bonus action. They can be summoned as a reaction in an attempt to block a blow.

At 9th level the maximum number of phantasms a mesmer may have active at once increases by two. At 13th level, this increases by three. If you already have the maximum number of phantasms and you summon another, you choose which one is destroyed.

Shattering

At 3rd level, you gain the ability to shatter your phantasms. When you have active phantasms, you may shatter them in one of three ways. Each method destroys all phantasms you currently have active.

  • As an action: All phantasms shatter. All creatures within 5 feet of a phantasm must pass a Dexterity saving throw or receive 1d6 + your rogue level psychic damage. Creatures who succeed on the save take half damage. The DC for this ability is 8 + your proficiency bonus + your Intelligence modifier.
  • As a bonus action: All phantasms shatter, confusing nearby foes. Creatures within 5ft must make an Intelligence saving throw. On a failed save, the next attack against that creature has advantage. The DC for this ability is 8 + your proficiency bonus + your Intelligence modifier.
  • As a reaction: After taking damage, you may use your reaction to shatter your phantasms, restoring health to yourself equal to your Intelligence modifier times the number of phantasms shattered.
Unarmored Fighter

At 5th level, when not wearing armour or carrying a shield, your AC is equal to 10 + Dexterity modifier + Intelligence modifier. This ability replaces the rogue's Uncanny Dodge.

High Society

At 9th level, you have spent enough time among the nobility to know their ways and methods. You gain proficiency in Persuasion and Deception. If you are already proficient in these skills, you gain Expertise in them.

Master of Illusion

At 13th level, you have mastered phantasms and are able to manipulate the battlefield to suit you. You gain the following abilities:

  • Blink: As a bonus action or reaction when you are attacked, you may teleport up to 30ft, leaving behind a phantasm as you do so. If using this feature as a reaction, the attack is resolved against the new phantasm's AC.
  • Prestige: As a bonus action, you may render yourself invisible, as if under the effects of the Invisibility spell. It lasts for a number of rounds equal to your Intelligence modifier. A phantasm appears in your space.

You may use both of these features only once per short or long rest.

Slippery Mind

At 15th level, you gain proficiency in Charisma saving throws instead of Wisdom saving throws that most rogues gain.

Nightmare

At 17th level, your sneak attack now deals psychic damage, as you attack your foes mentally.

Mighty Shattering

At 20th level, when activating a Shatter effect, the effect also occurs at your location, and the number of Phantasms Shattered increases by one for the purposes of the reactionary Shatter. You still cannot activate the Shatter effects if you do not have any Phantasms active. In addition, when a Phantasm is destroyed by another means, such as being killed or replaced, the confusion shatter effect activates. This replaces the Rogue's Stroke of Luck ability.


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