Mesmerist (5e Subclass)

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Mesmerist

As a Mesmerist, you have learnt to channel your magical abilities into the art of the mind. Your studies have lead you towards methods of bolstering your voice with raw magic, allowing your words to strike directly into the mind of a target, twisting their judgement and corrupting their ideas to bend them to your will.

Layered Voice

Beginning at 2nd level, you can push magical power into your voice, making your words compelling to those who hear and understand them. This ability does not work against someone who is currently hostile to you(I.E. on an enemy in combat.). Using this ability, the target must make a wisdom save against your wizard spell save DC, plus your charisma modifier. On a success they become suspicious of your motivations, but you can attempt to mesmerise them again. On a critical success they become aware of your attempt, and can nolonger be mesmerised.On a failure they become Mesmerised, and you gain the following options:

  • You can use this ability to gain advantage on Persuasion, and Deception rolls
  • You can use this ability to gain a discount of your wizard level as percentage in trading,

This ability can be used an amount of times equal to 1 + your wizard level and charisma modifier, you regain one use per hour of short rest, and all uses upon a long rest. You also gain the Vicious Mockery cantrip, this does not count against your known cantrips.

Mesmeric Commands

At 6th level you learn to channel the magical energy in your voice into direct commands. Using your Layered Voice ability to mesmerise a target now allows you to order them to perform an action to the best of their ability this action cannot bring them to harm. In addition, you can now use Layered Voice in combat as a bonus action, the enemy must make the normal Layered Voice saving throw, but they roll with advantage due to the hostile nature of the encounter. On a failed save, they become dazed until the beginning of your next turn and cannot attack.

Deep Suggestion

At 10th level you can implant a command deep in the subconsious of a mesmerised target, which will trigger upon a specific condition being met. This command can be any non-harmful action, and the trigger can be any condition. After a command has been triggered the target can make a wisdom saving throw against your standard wizard spell save DC, on a failure, they believe the action was their own, on a success they are aware of what is happened and can choose to make another wisdom save to dissipate the command. On a success the hypnotic command is removed, on a failure they cannot attempt to dissipate it again until after another long rest.

Masterful Mesmerism

At 14th level you can bend all but the strongest minds to your will with little difficulty, any target with less than 16 wisdom makes their Layered Voice saves with disadvantage. On a roll of 5 or lower, they become Subjugated, in this state they are completely obedient to your commands, including ones that would cause them harm. This effect remains intact until they are killed, you use Layered Voice on another target, you take a Long Rest, or 12 hours pass. When subjugation wears off, the target is aware that they have been controlled, but they are unable to recall the identity of the person who did it.



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