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Cupid • Mesmer

About these subclasses

The Enchanter’s two subclasses approach manipulation from different angles: Mesmer specializes in illusions and altered perception, creating deceptive images, confusing enemies, and eventually making illusions physically real, while Cupid focuses on emotional manipulation, spreading Charmed and Enraptured conditions, forging bonds between creatures, and turning their feelings against one another. Together, they make the Enchanter a master of controlling both what creatures perceive and how they feel, shaping the battlefield through deception, desire, and confusion. The illusion from your Hope feature does not count towards your limit, but can be a target for Vanishing Act.

Designed for class

Enchanter
Homebrew class
Enchanter
Cupid

Cupid

Spellcast Trait: Presence

Play a Cupid if you want to be a manipulator of desire who forge sudden bonds and bend emotions to their will.

Foundation

Irresistible Charm: When you make a creature Charmed or Enraptured, you can choose another creature within Very Close range. The affected creature treats that creature as the source of its condition instead of you.

Shared Affection: When you make a ranged attack against a Charmed or Enraptured creature, you can spread its condition to another creature within Very Close range of it.

Specialization

Heartstring: When two creatures are Charmed or Enraptured, you can link them until the end of the scene. When one takes damage, you can mark a Stress to have the other mark 1 Stress.

Jealousy: When a Charmed or Enraptured creature sees another creature attack you, you can mark a Stress to force it to attack that creature.

Mastery

Devotion: Once per session, when a creature becomes Charmed or Enraptured, you can make the condition last until the end of the next scene instead.

Lovestruck: When you make a creature Charmed or Enraptured, you can affect all creatures within Very Close range of it. Each target must succeed on a Reaction Roll (15) or gain the same condition.

Mesmer

Mesmer

Spellcast Trait: Presence

Play a Mesmer if you want to be a supreme illusionist who overwhelms the senses, turning perception into a weapon.

Foundation

Hallucinatory Image: When you make a Spellcast Roll, create a visual illusion no larger than yourself within Close range. It can move and behave as you direct, but cannot physically affect the world. You can have up to three illusions at a time.

Illusory Double: When an adversary attacks you or an ally within Very Close range, you can mark a Stress to have the attack target one of your illusions instead. The illusion disappears after the attack.

Specialization

Misdirection: When you succeed on a Presence Roll against a creature, you can make it perceive one creature, object, or location as another until the end of the scene. The effect ends when the creature succeeds on a Reaction Roll (15) to discover the deception.

Vanishing Act: When you are within Close range of one of your illusions, you can spend a Hope to reappear within Very Close range of another. You become Hidden.

Mastery

Mind Palace: Once per scene, when a creature interacts with one of your illusions, you can force it to make a Reaction Roll (15). On a failure, it becomes Confused until the end of the scene. While Confused, it cannot distinguish your illusions from reality and has Disadvantage on rolls to perceive them.

Phantasmagoria: You can have up to five illusions at a time. Your illusions can now physically interact with the world.

Printable cards

Foundation / Specialization / Mastery
Grace domain icon Arcana domain icon
Cupid
Enchanter

Cupid

Foundation

SPELLCAST TRAIT: Presence

Irresistible Charm: When you make a creature Charmed or Enraptured, you can choose another creature within Very Close range. The affected creature treats that creature as the source of its condition instead of you.

Shared Affection: When you make a ranged attack against a Charmed or Enraptured creature, you can spread its condition to another creature within Very Close range of it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Cupid
Enchanter

Cupid

Specialization

Heartstring: When two creatures are Charmed or Enraptured, you can link them until the end of the scene. When one takes damage, you can mark a Stress to have the other mark 1 Stress.

Jealousy: When a Charmed or Enraptured creature sees another creature attack you, you can mark a Stress to force it to attack that creature.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Cupid
Enchanter

Cupid

Mastery

Devotion: Once per session, when a creature becomes Charmed or Enraptured, you can make the condition last until the end of the next scene instead.

Lovestruck: When you make a creature Charmed or Enraptured, you can affect all creatures within Very Close range of it. Each target must succeed on a Reaction Roll (15) or gain the same condition.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Mesmer
Enchanter

Mesmer

Foundation

SPELLCAST TRAIT: Presence

Hallucinatory Image: When you make a Spellcast Roll, create a visual illusion no larger than yourself within Close range. It can move and behave as you direct, but cannot physically affect the world. You can have up to three illusions at a time.

Illusory Double: When an adversary attacks you or an ally within Very Close range, you can mark a Stress to have the attack target one of your illusions instead. The illusion disappears after the attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Mesmer
Enchanter

Mesmer

Specialization

Misdirection: When you succeed on a Presence Roll against a creature, you can make it perceive one creature, object, or location as another until the end of the scene. The effect ends when the creature succeeds on a Reaction Roll (15) to discover the deception.

Vanishing Act: When you are within Close range of one of your illusions, you can spend a Hope to reappear within Very Close range of another. You become Hidden.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Grace domain icon Arcana domain icon
Mesmer
Enchanter

Mesmer

Mastery

Mind Palace: Once per scene, when a creature interacts with one of your illusions, you can force it to make a Reaction Roll (15). On a failure, it becomes Confused until the end of the scene. While Confused, it cannot distinguish your illusions from reality and has Disadvantage on rolls to perceive them.

Phantasmagoria: You can have up to five illusions at a time. Your illusions can now physically interact with the world.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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