Mesmer
Spellcast Trait: PresenceConfound your foes with illusory doubles, vanish from sight, and turn deception into deadly opportunity.
Illusory Double: Spend a Hope to create an Illusory Double within Close range. You can have a number of Doubles equal to your Spellcast trait. Describe your Double’s appearance; it is clearly an illusion. You can use a Double in the following ways:
Distract: Spend a Hope to have a Double within Very Close range of you create a diversion, allowing you to become Cloaked.
Swap: Mark a Stress to switch places with a Double.
Minor Tricks: Make a Spellcast Roll (10) to create a small illusion. On a success, spend a Hope to gain advantage on a roll to impress, intimidate or steal using the illusion.
Hall of Mirrors: Your Doubles can be created within Far range and can be Invisible. You also gain the following options for your Doubles:
Remote Action: You can act and interact from a Double’s position as though you were there.
Reposition: Once per Spotlight, spend a Hope to move any number of your Doubles within range.
Shatter: Once per Spotlight, mark a Stress to destroy a Double, dealing 2d8+4 magic damage to all adversaries within Very Close range of it.
Phantom Reality: Your Doubles can be created within Very Far range and can take any form or size appropriate to the scene. You also gain the following options for your Doubles:
Hamper: Mark 2 Stress to command a Double to make a target within Very Close range of it temporarily Restrained or Vulnerable.
Mass Shatter: Once per Rest, mark a Stress for each Double you choose to destroy. Each destroyed Double deals 2d8+4 damage to adversaries within Very Close range of it.
Solid Illusion: Spend a Hope to make a Double solid. It can be targeted as a creature, has your Evasion, and has 1 Hit Point. It isn’t perceived as an illusion unless the GM spends a Fear to reveal it as one.