<img src='http://i.imgur.com/1tdB7gF.png' http://i.imgur.com/AjTorsm.png style='position:absolute; top:680px; right:-100px; width:500px' /> Mesmer The gang of bandits' grins grew as they closed in on their prey, hands brandishing swords and clubs, ready to strike. A well-dressed woman, seemingly helpless, slowly continued to back away, pressing herself against the cold brickwork.

In an instant, her once terrified demeanor gives way to a shining grin, and in a brilliant flash of light, she vanishes in an instant, leaving the gang dumbfounded.

They turn around in an attempt to find their quarry, but to their surprise, and eventual horror, they find themselves not in the dark, empty alleyway in which they lured their prey. Instead they turn, and meet the gaze of three identical women, each wielding a sword, and after the whistling of metal subsides, each bandit lays dead on the floor.

A man on the street performs wondrous feats of magic to the public, enthralling them with her elegant use of the arcane arts. The climax of the show features a flash of light, and the crowd erupts in applause.

In the commotion, a man at the back of the crowd casually walks down a nearby alleyway holding several heavy looking pouches of coin, a large grin on his face.

Sighs of awe fill the streets as the man on stage disappears in a cloud of butterflies. Suddenly angry cries fill the streets. Accusations of thievery can be heard echoing throughout the busy roads, yet the culprit is nowhere to be found. Whether using their powers for good or evil. Protecting their fellow man, or stealing from them, Mesmers use their knowledge of magic to deceive and fool others, taking full advantage of the confusion they bring. Masters of Deception Mesmers are masters of the art of deception, going beyond simple sleight of hand, and instead using magic to enhance their potential.

Utilizing illusions, clones and their own specialized phantasmal magic, Mesmers take advantage of the confusion they cause to turn any situation to their advantage. Creating a Mesmer Mesmers are masters of their art, no matter what field they may choose.

Are you a part of the military's special forces? Are you a battlefield tactition? Perhaps a street performer or a blade-for-hire? The art of deception is a tempting one for people of all walks of life. Ensure you have ample reasoning to choose such a path.

Mesmer Level Proficiency Bonus Features 1st +2 Conjure Clone 2nd +2 Arcane Novice, Fighting Style 3rd +2 Specialization, Shatter 4th +2 Ability Score Increase 5th +3 Extra Attack 6th +3 Specialization Feature 7th +3 Improved Clones, Conjure Phantasm 8th +3 Ability Score Increase 9th +4 10th +4 Improved Shatter, Specialization Feature 11th +4 Perfect Illusions 12th +4 Ability Score Increase 13th +5 14th +5 Illusion Mastery 15th +5 Specialization Feature 16th +5 Ability Score Increase 17th +6 18th +6 Into the Fray 19th +6 Ability Score Increase 20th +6 Phantasmal Guardian 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 Armour: Light armour.

Weapons: Simple weapons, Shortswords, Rapiers, Greatswords.

Tools: One set of Artisan's Tools.

Saving Throws: Charisma, Dexterity.

Skills: Choose two from Acrobatics, Arcana, Deception, Persuasion, Sleight of Hand, Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background. (a) Padded Armour or (b) Leather Armour.

(a) Shortsword and Rapier or (b) Greatsword.

(a) An Explorer's Pack or (b) A Dungeoneer's Pack. Conjure Illusion Beginning at the 1st level, as an Action you are able to channel your phantasmal magic to summon simple Clones.

These clones look identical to yourself.

These conjurations will increase in function and power as you gain levels in Mesmer. At 1st level these clones have an AC of 10, 1 Hit Point, and a Strength of 1. This Clone may attack, but deals no damage.

When summoned, the clone will mimic the action the Mesmer was performing at the time of conjuration, and will continue until destroyed, or the Mesmer dispels the clone. If you move more than 60-ft away from this Clone, it is automatically dispelled. Summoned Clones last for up to 10 minutes, and Phantasms for up to 1 minute.







When using abilities that require creatures to make a saving throw, the saving throw is calculated as follows:

Mesmer Spell DC = 8 + your Proficiency modifier + your Charisma modifier. When using spells which require you to make a ranged spell attack, your spell attack modifier is calculated as follows:

Mesmer Spell Attack Modifier = Your Proficiency modifier + your Charisma modifier. Arcane Novice Beginning at 2nd level, you gain basic knowledge of common spells. You may choose 4 Cantrips of your choice from the following list: Blade Ward, Light, Mage Hand, Mending, Minor Illusion, Prestigitation, Thaumaturgy Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty.

Choose one of the following options.

You can't take a Fighting Style more than once, even if you later get to choose again. Defense While you are wearing armour, you gain a +1 bonus to AC. Duelling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in Two-Weapon fighting, you can add your ability modifier to the damage of the second attack. Specialization At 3rd level, you choose a Specialization as a Mesmer to focus your abilities.

Your options are the Mirage, the Visionary or the Chaos Weaver, all detailed at the end of the class description. Your Specialization choice grants you features at the 3rd, 6th, 10th and 15th level. Shatter Beginning at 3rd level, you gain access to the Shatter ability.

As a bonus action, you may choose to Shatter your summoned Illusions. This destroys all summoned Illusions. When an Illusion shatters, you may choose the flair and colour of the effect (For example, Shattering into a brilliant display of green and purple butterflies).

The effect can be no larger than the mass of the Illusion.

Depending on what reason the Shatter was used for, you may gain advantage on your next ability check.

Note: This is up to the DM's discretion. For example, using a Shatter to distract a creature may grant advantage on a Stealth check to move unnoticed. Or using a Shatter during a performance may grant advantage on your next Performance check. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Improved Clones Beginning at 7th level, you may have up to 2 clones summoned at the same time. Conjure Phantasm Beginning at 7th level, your increased knowledge of Phantasmal magic has granted you the ability to conjure a Phantasm instead of a Clone. Phantasms do not take on the Mesmer's appearance, and thus cannot be used to fool other creatures. Phantasms are far sturdier and more dangerous than clones, primarily being used for combat purposes. A Phantasm has an AC of 14, half the Hit Points of the mesmer, a Strength score of 13, the same proficiency bonus as the Mesmer, and wields a longsword.

The Phantasm does not benefit from the Extra Attack feature.

When summoned, the Phantasm acts on the same Initiative roll as the Mesmer. Upon summoning, the Mesmer may command the Phantasm to attack a creature. Should that creature die while the Phantasm is engaging with it, the Phantasm will be dispelled. Improved Shatter Beginning at the 10th level, your Shatter ability has been improved.

You may use any of these effects up to 3 times. These uses are replenished after a short or long rest.

When performing a Shatter, you may choose from one of the following effects. Blinding Light: Each creature within 5-ft of your Illusions when they are Shattered must succeed on a Dexterity saving throw, becoming blinded until the end of their next turn on a failure.

Forceful Shatter: Each creature within 5-ft of your Illusions when they are Shattered must succeed on a Constitution saving throw, taking 1d6 Force damage and being knocked back 5-ft on a failure. On a success, affected creatures are not knocked back.

Deafen: Each creature within 5-ft of your Illusions when they are Shattered must succeed on a Dexterity saving throw, becoming deafened until the end of their next turn on a failure. Perfect Illusions Beginning at 11th level, your Clones become near-flawless in their likeness of you. Creatures have disadvantage on rolls to determine whether your Clones are Illusions or not. Illusion Mastery Beginning at 14th level, you have mastered the conjuration of Clones and Phantasms. You may now have up to 3 summoned at once. Into the Fray Beginning at 18th level, you may use an action to summon up to 3 Clones and/or Phantasms.

Each Clone and/or Phantasm may be issued separate commands as part of the same action.

This feature may be used once before requiring a short or long rest. Phantasmal Guardian Beginning at 20th level, if an attack will reduce you to 0 Hit Points you may use a reaction to instantly conjure a Clone to your position to take the attack in your stead and also activate any Shatter effect of your choice.

This feature may be used once per long rest. The Art of Deception Contrary to what some may think, not all Mesmers are swindlers. The art of deception is not always used for nefarious means. Mesmers may find solace in almost all walks of life. From simple performances to a uncomplicated merchant life. From the life of a brigand, all the way to an imperial soldier. The skills that a Mesmer possesses can be used for many things. All Mesmers specialize in certain aspects of the phantasmal magic to further their craft. The Mirage specializes in using magic to fool others and use that window of confusion to their full advantage. The Visionary hones their skills in summoning more powerful clones and Phantasms, using them to combat foes, fool others, or make their lives easier. The Chaos Weaver cares not for particulars, seeking only to wreak havoc on their enemies. They utilize their magic to addle the mind of creatures, but also provide support to their allies. The Mirage Those who choose to specialize as a Mirage focus their efforts on confusing their enemies for their own advantage. They tend to be far more calculating than other Mesmers, setting up elaborate traps and ruses, and waiting patiently for the optimal time to strike.

Mirages also study to improve the effects of their Shatter skill. Master of Disguise Beginning at 3rd level, as an action you may disguise your physical appearance as if affected by the Disguise Self spell (phb. Page 233) If you have any Clones summoned, you may also change their appearances to something other than your own.

This feature may be utilized three times. These uses are replenished after a short or long rest. Swift Summoning Beginning at 6th level, you may summon Clones and Phantasms as a bonus action rather than an action.

You may only summon one Phantasm per turn. Shatter Mastery Beginning at 10th level, you propel your skill of the Shatter ability beyond that of a typical Mesmer. Your Shatter ability has been vastly improved.

When performing a Shatter, you may choose between one of the following options.

Any of these options may be used 5 times. These uses are replenished after a short or long rest. When using a Shatter skill, you can choose a number of creatures equal to 1 + your Charisma modifier to be shielded from the effects.



Blazing Shatter: Each creature within 5-ft of your Illusions when they are shattered must succeed on a Dexterity saving throw, becoming blinded for 1d4 rounds on a failed save. They may retake the saving throw at the end of each turn.

Furious Shatter: Each creature within 5-ft of your Illusions when they are shattered must succeed on a Constitution saving throw, taking 1d8 Force damage and being knocked back 10-ft on a failure. On a failed roll of 5 or more, the creature is knocked prone. On a success, the creature is not knocked back.

Mind Wrack: Each creature within 5-ft of your Illusions when they are shattered must succeed on a Wisdom saving throw, taking 1d10 Psychic damage on a success as horrible nightmares fill their mind. On a failed roll of 10 or more, the creature is frightened for 1-minute. The creature may retake the saving throw at the end of each of its turns. Shatter from Within Beginning at 15th level, when you activate a Shatter effect, the effect will also originate from your position. The Visionary The Visionary is a Mesmer who has complete mastery over the Illusions he conjures. Focusing his magic on empowering his summons in ways some Mesmers cannot even fathom.

The Phantasms summoned by a Visionary can strike down foes or assist allies. United We Stand Beginning at 3rd level, you and your summoned Illusions share a magical bond.

Each Illusion you have summoned grants you a +1 bonus to damage rolls.

At 7th level, this bonus will also be granted to any summoned Phantasms. Phantasmal Reversal Beginning at 6th level, you may use your bonus action to instantly switch places with any summoned Illusion.

After switching places, your Illusion will then attack the nearest enemy creature. You may utilize this feature 3 times. Uses are replenished after a short rest. Phantasm Mastery Beginning at 10th level, your mastery of conjuring Illusions allows you to select a class of Phantasm to summon. Each Phantasm has its own special abilities. You cannot summon two instances of the same Phantasm.

On the Phantasm's first turn after being summoned, it will use its special ability immediately, then attack normally. Phantasmal Berserker Weapon: Greatsword.

Special Ability: Whirlwind.

Upon summoning, the Phantasmal Berserker will perform a Whirlwind attack, attacking all creatures within 5-ft, making a separate attack roll for each enemy.

The Mesmer can designate the target to attack after the Whirlwind is finished. Phantasmal Mage Weapon: Short Sword.

Special Ability: Burning Hands.

Upon summoning, the Phantasmal Mage will cast Burning Hands at the 2nd level in the direction of the designated target. Phantasmal Warden Weapon: Short Sword and Shield.

Special Ability: Protection.

Upon summoning, the Phantasmal Warden will shield the nearest ally, imposing disadvantage on an attack roll against that ally. Rallying Cry Beginning at 15th level, you can channel your magic to send a command to all summoned Phantasms.

On their next turn, all summoned Phantasms will perform their special ability.

You may use this ability once per long rest.

The Chaos Weaver Compared to their cool, calculating Mirage cousins, Chaos Weavers revel in the unpredictable. They use their magic to change the course of battle in wild ways, unbeknowest to even themselves. Chaos Weavers also use this magic to support allies and temporarily hide themselves from their enemies. Chaos Touch Beginning at the 3rd level, as an action you have gained the ability to use Chaos Touch. Touch an enemy within range and make a melee attack roll, on a hit roll a d4.

Look at the following table to determine the outcome. The damage from this attack is 1d6.

1 - The enemy is poisoned for 1d4 rounds. It can retake the saving throw at the end of each of its turns.

2 - The enemy is blinded until the end of its next turn.

3 - The enemy is knocked back 5-ft.

4 - Deal an extra damage die. Phase Retreat Beginning at 6th level, as an action you can Phase Retreat. You may teleport up to 20-ft to any unoccupied space you can see. A clone appears in your original position.

As a bonus action, you may command this clone to use Chaos Touch on a creature within range. If you choose this option, the clone will disappear after casting.

You may utilize this feature two times. Uses are replenished after a short rest. Confusing Conjuration Beginning at 10th level, whenever you summon a Clone or Phantasm, you can use your bonus action to turn yourself invisible for a short duration. Upon use, you will becoming invisible for 2 turns, as if under the effect of the Invisibility spell (phb. 254)

You may utilize this feature two times. Uses are replenished after a short rest. Chaos Storm Beginning at 15th level, you have the ability to call forth a storm of chaos. As an action, choose an area that you can see within 60-ft of you.

In a radius of 30-ft, a storm of phantasmal lightning is conjured for 1-minute.

Enemy creatures must make a Wisdom saving throw at the time of casting, and at the beginning of each of their turns if they are within the radius of the storm. Allies do not need to make this saving throw. Refer to the following tables for outcomes. In the event of a condition, the enemy retakes the saving throw at the end of each subsequent turn.

If multiple enemies are present, roll a d10 for each separate enemy. You may cast this spell once per long rest. Enemy Results Table Die Result Outcome 1 Poisoned Condition. 1d4 rounds. 2 Deafened Condition. 1d4 rounds. 3 Stunned Condition. 1 round. 4 4d6 Psychic damage. 5 Paralyzed Condition. 1 round. 6 Frightened. 1 minute. 7 Blind, deaf and dumb. 1d4 rounds. 8 Petrified (encased in ice). 1d4 rounds. 9 Chilled. Movement speed halved. 10 Ignited. 1d8 damage per turn. 1d6 turns.