Mesmerist, Variant (5e Class)
Mesmerist, Variant[edit]
Mesmerist are magical anomalies who wield powerful illusions, clones, and phantasmal manifestations to ensure that their enemies can’t believe their own eyes, tipping the balance of every fight in their favor. Using their naturally heightened and empowered sense of self to manipulate and alter The Weave pulling at it like strings utilizing their mind as a medium to alter the world as they see fit. Manifesting intricate illusions that defy logic of normal practice that are able to have a physical impact on the world and those in it. Many who have this gift of enlightened self are polarized towards the performance arts or some other form of expression to spread their creativity.
Creating a Mesmerist, Variant[edit]
- Quick Build
You can make a mesmerist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Intelligence. Second, choose the Sage or Entertainer background. Third, choose a rapier, an entertainer's pack, two musical instruments and a shortsword, and a dagger for your starting equipment.
Class Features
As a Mesmerist, Variant you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Mesmerist, Variant level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Mesmerist, Variant level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a longsword or (c) any simple weapon
- (a) three musical instruments or (b) two musical instruments and a shortsword
- (a) Leather armor and an explorer’s pack or (b) Padded armor and an entertainer's pack
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | SSP | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Spellcasting, Expertise, Master of Disguise | 2 | 0 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Sense of Self, Seperated Self | 2 | 10 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Bag of Tricks | 2 | 15 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 20 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Diligent Disguise | 3 | 25 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | 3 | 30 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Master Manipulator | 3 | 30 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 35 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 35 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 4 | 40 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Hamstring Mind | 4 | 40 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 45 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 45 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Fiction over Fact | 4 | 45 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 45 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 50 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 50 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Conscious Continuum | 4 | 50 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 55 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 4 | 60 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
You have learned to untangle and reshape the fabric of reality by warping it with your illusions and mental hold on the building blocks of magic. Your spells and abilities are part of your vast arsenal of magic that you use to bend different situations to your advantage.
- Cantrips
You know two cantrips of your choice from the mesmerist spell list. You learn additional mesmerist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mesmerist table.
- Preparing and Casting Spells
The Mesmerist table shows how many spell slots you have to cast your mesmerist spells of 1st level and higher. To cast one of these mesmerist spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of mesmerist spells that are available for you to cast, choosing from the mesmerist spell list. When you do so, choose a number of mesmerist spells equal to your Charisma modifier + your Mesmerist level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level mesmerist, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Healing Word, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of mesmerist spells requires time spent in deep planning or meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your mesmerist spells. Your magic comes from the special connection your mind and forms of expression have with The Weave, able to shape and influence the world and those around you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mesmerist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast any mesmerist spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
Your mind or a musical instrument can be used as a spellcasting focus for your mesmerist spells.
Expertise[edit]
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with a musical instrument. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Additionally, if you have proficiency in a musical instrument and Performance you may make checks with the appropriate instrument at advantage.
At 6th level, you can choose two more of your proficiencies whether a skill or musical instrument to gain this benefit.
Master of Disguise[edit]
At 1st level, as a Bonus Action you can weave together a masterfully crafted illusion binding The Weave to your whims changing your voice and appearance (including your clothing, armor, weapons, and other belongings on your person) molding and changing your sense of self. You determine the specifics of the disguise, including your coloration, hair length, and sex. You can also adjust your height changing your size category by one(Ex: Medium to Small or Medium to large.) You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs, otherwise the extent of the illusion is up to you.
The changes wrought by this feature fail to hold up to physical inspection. For example, if you use this feature to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this feature to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature must use its Action to inspect your appearance and must succeed on an Intelligence (Investigation) check opposed by your Charisma (Deception), a creature who can see through illusions does so with advantage. You remain in this form until dismissed as a Bonus Action.
Sense of Self[edit]
At 2nd level your special mind finally reaches a breakthrough thanks to your experience handling magic. Achieving a state where it’s able to impose your empowered sense of self onto The Weave carrying your will out on the world, and bolstering your sense of self with intense magical properties. This newfound strength of mind reflected in your sense of self while powerful is limited as there is only so much of yourself you can pour into The Weave. The limit to which you can stretch/stress your sense of self is represented on the Mesmerist table under the SSP column, for Sense of Self Points.
When you expend an SSP, it is unavailable until you finish a Long Rest, at the end of which you regain all your expended SSP. Alternatively at the end of a Short Rest you regain half your expended SSP, but must spend at least 30 minutes of the rest performing to regain SSP.
By using your mind as a medium to tap into even more of The Weave you’re able to stretch your limits even further, as a bonus action on your turn you can expend one spell slot and gain a number of SSP equal to the slot’s level plus your Intelligence modifier.
Whenever you would cast an Illusion spell you may choose to give it both a sound and image, regardless of the spell’s restrictions. Additionally you may spend SSP equal to the spells level to have one of your manifested clones concentrate on it instead (a clone can only concentrate on one spell.)
Additionally, starting at 8th level you gain resistance to psychic damage, have advantage on saving throws against being charmed or frightened, and your thoughts can’t be read by telepathy or other means unless you allow it.
Separated Self[edit]
Starting at 2nd level, you may split your sense of self into The Weave manipulating it to manifest tangible expressions of your will. As an Action on your turn you may expend SSP and manifest a number of clones equal to the amount spent in a space within 30 feet of you, as the clones manifest in any way you desire. The maximum number of clones you can have manifested is equal to your Charisma modifier, and if you were to manifest additional clones with this feature over the limit the clones dissipate starting at the oldest to youngest until you meet it. A creature can not tell the difference between you and your clones, as they hold up to physical inspection, unless it uses its action to inspect your properties and must succeed on an Intelligence (Investigation) check opposed by your Charisma (Deception). They are considered as magical and can be dispelled by a dispel magic spell so long as the caster targets you instead of your illusions, the DC is your Spell Save DC. Your clones are able to pass through each other and other creatures, but not through walls and other solid objects as they’re ever shifting between illusion and reality. Their AC and movement are equal to yours at the time of manifesting, though they do not gain the bonus from spells and effects such a the Shield spell on you. A clone may not benefit from spells or features outside of this class, and can only be destroyed by an attack that targets it and ignores all other damage and abilities. The clones takes their turns on your initiative, and on your turn you can mentally command the clones where to move up(no action required by you). You can use your bonus action to mentally command clones to take the Dash or Disengage action. Whenever you disguise yourself as part of the Master of Disguise feature you may have your clones take the same disguise or each assume different ones, alternatively as part of the Action to manifest the clones you can expend 2 SSP to have them already disguised.
Each time a creature targets you with while you have clones within 10 feet of you, you may roll a d20 to determine whether it instead targets one of your clones as your entangled and synchronized movements are impossible to predict and decipher. If you have five clones, you must roll a 6 or higher to change the attack’s target to a clone. With four to three clones, you must roll an 8 or higher. With two to one clone, you must roll an 11 or higher. These clones last until dismissed as a bonus action and must remain within 60 feet of your line of sight, if a clone leaves this range it is destroyed. Once you have used this feature a number of times equal to your Charisma modifier you may not use it again until you finish a long rest, alternatively you may expend a spell slot to use this feature.
Bag of Tricks[edit]
In your time studying and manipulating The Weave you’ve found different ways to add variety to your arsenal expanding your bag of tricks and making you that much more of a threat as your mind develops.
At 3rd level, you gain four tricks of your choice. You gain an additional trick at 5th, 7th, 9th, 12th, 15th, 18th level. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the tricks you know and replace it with another trick that you could learn at that level. Alternatively, anytime you would gain a feat you may forgo it to choose a trick. You may select tricks from the following list:
- Charismatic Conditioning
You may add your Charisma modifier to Constitution saving throws that you or your clones make to maintain concentration on a spell while either of you possess an instrument or the illusion of one.
- Master of Shapes and Sizes
Whenever you or your clones disguise yourself as part of the Master of Disguise feature you can now adjust the disguise height by two size categories instead of one. Additionally, you are no longer restricted to having the same basic arrangement of limbs and may disguise yourself as objects as well as creatures.
- Malleable Illusions
When you cast an illusion spell that has a duration of 1 minute or longer, you can use your Action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
- Misdirection
You can now see and gain line of sight from the perspective of your clones. You may cast your spells as though they originated from your clone, and if you cast a damaging spell this way add your Charisma modifier to the damage it deals on a hit.
- Self Reflection
You can may spend 10 minutes in meditation collecting your consciousness into The Weave mirroring yourself to manifest one clone as a part of the Separated Self feature without expending SSP, but you may have only one clone manifested at a time using this feature.
- Solid State
The clones manifested by the Separated Self feature have become more rooted in reality and as a result gain new features, but lose the ability to go through objects and creatures other than themselves and you. Clones now have a range of 120 feet before being destroyed and do not require your line of sight. Additionally as a Bonus Action on your turn you may command a number of clones to use the Help action on one creature each, expending 1 SSP for each clone used beyond the first.
- Split Personality
It is now impossible to discern you from your clones manifested by the Separated Self feature even through magical means, additionally they may no longer be dispelled by magic as your clones have become versions of your mind compartmentalized and manifested.
- Telepathic Talent
You can speak telepathically to any creature you can see within 60 feet of you, alternatively if you have the Misdirection and Split Personality feature you may select a creature within 30 feet of them. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. You can cast the Detect Thoughts spell requiring no spell slot or components, and you must finish a long rest before you can cast it this way again unless you expend 3 SSP.
- Mobile Illusions
Prerequisite: Malleable Illusions trick, Split Personality trick
Thanks to your practice molding and shaping illusions to your whim and projecting something as complex as your consciousness you’re able to store illusions on objects. As part of the action to cast an Illusion spell with a duration of a minute or longer, you may select an object you can touch and spend 5 SSP to have the object act as the caster of the spell using your Spellcasting and maintaining concentration. The spell uses the object to determine range and for as long as only loses concentration once destroyed or dispelled. Additionally as long as the object is concentrating on the spell you do not regain the spent SSP even after a rest of any kind. You may have a number of objects equal to your proficiency modifier use this feature, and as a Bonus Action on your turn you may end an instance of this feature.
- Talented Telepath
Prerequisite: 5th level, Telepathic Talent trick
You can now communicate mentally with any creature you can see, even if it doesn’t share a language with you, and creatures with an Intelligence of 3 or lower understand emotions and basic concepts through this link. Additionally as an Action you can cast the Detect Thoughts spell no spell slot or SSP required, and when you do you may expend 5 SSP to delve deeper into their mind forcing a Wisdom saving throw. On failure you learn a hidden memory or secret, a creature who succeeds on this saving throw is immune to this feature for 8 hours as their subconscious rushes to defend them.
- Vanish In Plain Sight
Prerequisite: 5th level
As an action on your turn you may expand the influence of your mind over a 30-foot radius centered on you, wreathing creatures of your choice within range in an aura of silence and shadows. Each creature chosen has the effects of the Pass Without Trace spell for as long they remain within your aura of influence. This aura lasts for 1 hour and requires concentration by you or two clones (if using a clone you must spend 2 SSP.) Alternatively as part of the Action to expand your influence, you may spend an additional 3 SSP to focus your efforts on sight instead of sound giving each creature chosen the effects of the Invisibility spell instead. Once you use this feature a number of times equal to your Intelligence modifier, you can't use it again until you finish a long rest. (This feature cannot be stacked.)
- Lustrous Levitation
Prerequisite: 7th level
As an Action on your turn you can manifest an illusion which helps carry you through the air whether that be wings, clouds, or the illusion of a creature, etc. granting you a fly speed of 60 feet(hover). Clones you have manifested by the Separated Self feature gain this benefit as well. This manifestation lasts for 1 hour or until dismissed as a bonus action on your turn. Once you use this feature a number of times equal to your Intelligence modifier, you can't use it again until you finish a long rest. Additionally as part of the Action to use this feature you can select a number of creatures within 15 feet, and spend 2 SSP per creature chosen this way, to grant them the benefits of this feature as well.
- Mist of Molding Minds
Prerequisite: 7th level
As a Reaction to a clone dissipating/being destroyed or dispelled you may spend 5 SSP to have it burst into a 20-foot-radius cloud of smoke/mist. Each creature of your choice within range must make a Intelligence saving throw vs your Spell save DC or fall under the effects of the Confusion spell.
- Artistic Expressionist
Prerequisite: 9th level, Charismatic Conditioning trick
You’re able to draw the most on your gifts ability to pull on the arcane when expressing yourself. You gain +2 to Spell DC when using a musical instrument as a Spellcasting focus to cast spells from this class.
- Madness Manifested
Prerequisite: 9th level, Talented Telepath trick
You develop your telepathic abilities to even greater heights able to do more than just observe the inner workings of the mind but unravel it leading creatures to madness. As an action on your turn you may target a creature you can see and spend 7 SSP to force it to make a Wisdom saving throw. On a failure, the creature is sent into a berserk state as its mind descends to madness attacking anything in sight. A creature effected by this feature uses its turn to attack any creature it can see at random (determined by DM), and repeats the saving throw at the end of its turn to end the effects. You may end this effect on a creature as an Action on your turn.
- Clone Chassé
Prerequisite: 9th level
Your clones have learned to synchronize their movements with yours at such efficiency that they are able to take your place at a split second. The Separated Self feature now allows you to roll a d20 to determine if a clone is hit instead of you whenever you are hit by an attack that targets you, instead of when you are just targeted, provided there is clone within range.
- Invisible Invocations
Prerequisite: 12th level, Vanish In Plain Sight trick
As a Reaction whenever you would cast a spell, you may spend 4 SSP and wreathe the spell in an aura of silence and invisibility making it almost impossible to detect your spells before it’s too late. Creature’s have disadvantage on saving throws against your spells and you have advantage on spells cast against them using this feature.
- Mirrored Mirage
Prerequisite: 12th level, Self Reflection trick
As a reaction to being hit by a spell or attack, you may have a clone within range of the attacking creature transform into it. This clone then repeats the same spell or attack that hit you targeting the attacking creature. The attacking creature must make an Intelligence saving throw vs your Spell save DC. On failure, the creature takes psychic damage equal to the damage dealt to you. On success, a creature takes a half of the damage dealt to you. The transformed clone then dissipates. You can't do so again until you finish a long rest.
- Self Safeguard
Prerequisite: 12th level
You have learned to pull on magic and reject it on yourself forcing it away or around you. You you can no longer be the target of divination or scrying, your clones cannot be dispelled by magic, and if a spell you cast would be Counterspelled you may instead use Charisma instead of Constitution to make the saving throw (Counterspell functions as its 2024 version.) Additionally this layer of protection provides your mind with additional shielding granting you immunity to psychic damage.
- Transposition
Prerequisite: 12th level
As a Bonus Action on your turn you may switch places with one of your clones manifested by the Separated Self feature. Alternatively as a Reaction you may switch places with a clone, once this feature is used as a Reaction you can't do so again until you finish a long rest or expend 5 SSP as part of the Reaction.
Ability Score Improvement[edit]
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.
Diligent Disguise[edit]
Beginning at 5th level, you’ve begun to exert your influence over The Weave straining your life force itself into it to add life to your illusions. As part of the Bonus Action to disguise yourself as part of the Master of Disguise feature you may expend one Mesmerist hit die. Roll the expended hit die and take damage equal to the result + your Constitution modifier empowering your disguise to take root in reality transforming you into your illusion granting that disguise the following bonuses:
- As this illusion has become reality, the changes wrought by this feature hold up to physical inspection as your changes have become tangible.
- Creatures make an Intelligence (Investigation) check to oppose your disguise with disadvantage and find little physical evidence on success (Ex: textures feeling off, tattoos slightly off.)
- You stay in the new form until you use a Bonus Action to revert to your true form or until you die.
- If your new form would provide you with a new form of movement it is equal to your current movement speed, otherwise your game statistics do not change no matter what form you transform into as the changes are only in physical appearance as your connection to the raw arcane keeps your functions intact between them.
Clones manifested from the Seperated Self feature may gain the benefits from this feature when used, alternatively you may choose only your clones to gain the benefits of this feature.
Master Manipulator[edit]
At 7th level, your words have begun to infect the mind of others as your sense of self is able to burrow into other's subconsciousness allowing you to implant suggestions with every word within creatures that they can’t seem to recall. While speaking to a creature for one minute, you may force them to make an Intelligence saving throw against your Spell save DC. On a failure the creature falls under the effects of the Suggestion spell as if cast by you. Creatures other than you are unaware of this feature's use. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for 24 hours. You may use this feature a number of times equal your Charisma modifier, regaining all uses once you finish a long rest.
Hamstring Mind[edit]
At 11th level, you’ve learned the mind is such a fragile thing and so easily crushed if one simply knows what buttons to push. As a Bonus Action select a creature within 30 feet of you or one of your clones manifested from the Separated Self feature to wrack their brain with negative emotions as well as their deepest regrets and fears. The creature must make a Intelligence saving throw vs your Spell Save DC or have disadvantage on Intelligence, Wisdom, or Charisma saving throws until the end of your next turn. Once you have used this feature a number of times equal to your proficiency modifier, you may not use it again until you finish a long rest, alternatively you may expend a spell slot of 4th level or higher to use this feature.
Fiction Over Fact[edit]
Starting at 14th level as a Reaction whenever you cast an Illusion spell, you may expend 3 SSP and one Mesmerist hit die (taking damage equal to the result + your Constitution modifier) and choose one object that is part of the illusion and make it real for 1d4 hours. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. Alternatively you can do this on your turn as a bonus action if the spell is still ongoing. You may end the effects of this feature as a Bonus Action on your turn.
Alternatively if the Illusion spell produces the illusion of a creature you may expend 6 SSP and two Mesmerist hit die (taking damage equal to the result + your Constitution modifier for both) and turn the creature real for one hour. For the duration the creature uses the stat block below. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal and mental commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. You may only have one creature affected by this feature at a time.
Illusionary Creature[edit]
(Size Varies) Construct, unaligned
- Armor Class
- Mesmerist Spell DC
Hit Points: 50
Speed 40ft, 40 ft fly (hover)
Damage ImmunitiesPsychic
Damage Resistance Bludgeoning, Piercing, Slashing, from nonmagical attacks
Condition Immunities Charmed, Frightened, Poisoned, Stunned, Exhaustion
Immutable Form. The illusionary creature is immune to any spell or effect that would alter its form.
Magic ResistanceThe creature has advantage on saving throws against spells and other magical effects.
Figment of the Mind If the creature would make a D20 test it uses your Mesmerist Spellcasting Ability as its modifier.
Imaginary Attacks The attacks of the creature appear as they normally would for the purpose of maintaining the illusion of the creature, but only target one creature and deal psychic damage regardless of appearance.
ATTACKS
Multiattack. The creature can attack twice using its Imagined Melee or Ranged Attack.
Imagined Melee Attack. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + 7 psychic damage
Imagined Range Attack. Ranged Spell Attack: your spell attack modifier to hit, range 120 ft., one creature. Hit: 3d10 psychic damage.
Conscious Continuum[edit]
Finally at 18th level, your time spent splitting your sense of self into The Weave and pouring your life force into it has resulted in your manifestations being much more than just illusions, turning them into phantoms. As part of the action to manifest clones by the Separated Self feature, you may select a number of clones and expend a Mesmerist hit die per clone selected. Roll the expended hit die and take damage equal to the results, bringing life to your clone granting the selected clones the following bonuses:
- Clones can no longer be dispelled by a dispel magic spell.
- Clones are no longer destroyed when hit as they now have 50 hit points each, and still ignore all other damage and effects unless it targets them.
- Clones may now benefit from spells and features outside of this class.
- As a reaction to being hit by a spell or attack, you may have clones within 15 feet of the attacking creature appear all around the target assaulting them with visions of themselves as the target’s nightmares. The attacking creature must make an Intelligence saving throw vs your Spell save DC. On failure, the creature takes 1d8 psychic damage per clone assaulting them. On success, a creature takes half damage. Once you have used this feature this way three times, you can't use it again until you finish a long rest.
- Once per day, if you would drop to 0 hit points or be killed, you can instead have your consciousness transfer to one of your clones under the effects of this feature effectively resuming your life as if you had always been the chosen clone. Your hit points are equal to the amount the clone had.
Once you have used this feature you cannot use it again until you finish a long rest.
Mesmerist, Variant Spell List[edit]
You know all of the spells on the Mesmerist, Variant spell list.
- Cantrips
Control Flames, Dancing Lights, Encode Thoughts, Friends, Guidance, Light, Mage Hand, Magic Stone, Message, Mind Sliver, Minor Illusion, Mold Earth, Prestidigitation, Produce Flame, Shape Water, Starry Wisp, Thaumaturgy, Vicious Mockery, Word of Radiance
- 1st Level
Absorb Elements, Alarm, Animal Friendship, Armor of Agathys, Arms of Hadar, Bane, Bless, Catapult, Cause Fear, Charm Person, Chromatic Orb, Command, Compelled Duel, Create or Destroy Water, Detect Magic, Disguise Self, Dissonat Whispers, Distort Value, Entangle, Faerie Fire, Feather Fall, Fog Cloud, Healing Word, Heroism, Illusory Script, Magic Missile, Shield, Silent Image, Silvery Barbs, Sleep, Tasha’s Hideous Laughter, Thunderwave, Unseen Servant
- 2nd Level
Air Bubble, Alter Self, Animal Messenger, Arcane Lock, Blur, Calm Emotions, Cloud of Daggers, Continual Flame, Crown of Madness, Darkness, Detect Thoughts, Dragon’s Breath, Enhance Ability, Enlarge/Reduce, Enthrall, Flaming Sphere, Gift of Gab, Hold Person, Invisibility, Jim's Glowing Coin, Kinetic Jaunt, Knock, Levitate, Magic Mouth, Mind Spike, Misty Step, Nathair's Mischief, Pass Without Trace, Phantasmal Force, Pyrotechnics, Rope Trick, Shadow Blade, Silence, Skywrite, Spray of Cards, Suggestion, Tasha’s Mind Whip
- 3rd Level
Antagonize, Blink, Counterspell, Create Food and Water, Daylight, Dispel Magic, Enemies Abound, Fast Friends, Fear, Fly, Galder’s Tower, Gaseous Form, Glyph of Warding, Haste, Hunger of Hadar, Hypnotic Pattern, Incite Greed, Intellect Fortress, Major Image, Meld into Stone, Motivational Speech, Nondetection, Phantom Steed, Pulse Wave, Slow, Spirit Shroud, Thunder Step, Tidal Wave, Tiny Servant, Wall of Sand, Wall of Water, Water Walk, Wind Wall
- 4th Level
Arcane Eye, Banishment, Charm Monster, Compulsion, Confusion, Control Water, Dimension Door, Dominate Beast, Evard's Black Tentacles, Fabricate, Fire Shield, Galder's Speedy Courier, Giant Insect, Greater Invisibility, Hallucinatory Terrain, Mordenkainen's Faithful Hound, Mordenkainen’s Private Sanctum Otiluke's Resilient Sphere, Phantasmal Killer, Polymorph, Raulothim's Psychic Lance, Stone Shape, Wall of Fire, Watery Sphere
- 5th Level
Animate Objects, Awaken, Bigby’s Hand, Control Winds, Create Spelljamming Helm, Creation, Dawn, Dominate Person, Dream, Far Step, Geas, Hold Monster, Immolation, Infernal Calling, Insect Plague, Maelstrom, Mislead, Modify Memory, Negative Energy Flood, Passwall, Seeming, Skill Empowerment, Summon Draconic Spirit, Synaptic Static, Teleportation Circle, Transmute Rock, Wall of Force, Wall of Stone
- 6th Level
Arcane Gate, Contingency, Create Homunculus, Disintegrate, Forbiddance, Guards and Wards, Heroes’ Feast, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Mass Suggestion, Mental Prison, Otiluke's Freezing Sphere, Otto's Irresistible Dance, Programmed Illusion, Scatter, Tasha's Otherworldly Guise, Tenser's Transformation, Wall of Ice, Wall of Thorns, Widogast's Transmogrification
- 7th Level
Create Magen, Crown of Stars, Divine Word, Draconic Transformation, Dream of the Blue Veil, Etherealness, Forcecage, Mirage Arcane, Mordenkainen's Magnificent Mansion, Mordenkainen's Sword, Plane Shift, Power Word: Pain, Prismatic Spray, Project Image, Regenerate, Resurrection, Sequester, Simulacrum, Teleport
- 8th Level
Antipathy/Sympathy, Clone, Demiplane, Dominate Monster, Feeblemind, Glibness, Illusory Dragon, Maddening Darkness, Mighty Fortress, Mind Blank, Power Word: Stun, Reality Break, Telepathy
- 9th Level
Astral Projection, Gate, Imprisonment, Power Word: Heal, Power Word: Kill, Psychic Scream, Shapechange, True Polymorph, Weird, Wish
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Mesmerist, Variant class, you must meet these prerequisites: You must have a Charisma score of 16 or higher in order to multiclass in or out of this class.
Proficiencies. When you multiclass into the Mesmerist, Variant class, you gain the following proficiencies: two musical instruments of your choice.
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