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Mesmer

Classes Designed by Alberto C

About this class

Mesmers are fighters that use charisma and illusion magic to empower their combat style. They’re duellists, actors, illusionists and tricksters of all kinds. They wield the power of illusion to play with their foe’s minds in the battlefield and deal devastating blows.

Their defining ability, Mirage, allows them to vanish and leave behind an echo of themselves, which they can then use to speak through or cast powerful spells from the Mirage’s position. Their Hope Feature further empowers this ability, as the Mesmer draws from its Hope to create 2 extra Mirages, for a total of 3 at the same time. Mirages can be a way of controlling the battlefield through spellcasting, synergising well with many Grace cards. But they can also be used creatively out of combat as well. Mirages are further enhanced in different ways by the two subclasses presented here.

I wanted to combine Grace and Blade into something that feels unique from other classes. Making it an engaging playstyle that fits well with Daggerheart rules. I’m still playtesting it but I hope some of you enjoy it, as I believe I reached a design that’s fun to play. The Mesmer from Guild Wars 1 & 2 was a big touchstone that inspired the fantasy behind this class, but I hope I managed to create something that feels distinct and flavourful.

Domains

Core domain
Grace
Core domain
Blade

Starting stats

Evasion
11
Hit points
5

Hope feature

Ace Up Your Sleeve
Spend 3 Hope to create two Mirages anywhere you can see within Close range. These mirages don’t make other Mirages disappear, and last until they’re dispelled by an attack or until the end of the scene

Class features

  • Mirage

    Spend a Hope to teleport to a point within Very Close range and leave behind a Mirage of yourself in your original position. While the Mirage is active, you can speak through it and cast spells from it instead of from your current position. The Mirage dispels when it’s targeted by an attack, if you use this feature again, or when the scene ends.

  • Entrancing Gaze

    Once per session, you can lock your gaze into a target and reduce their difficulty by your Tier until the end of the scene.

Class items

  • A locket with a broken mirror inside
  • An ornate carnival mask

Character questions

Background prompts

  1. Someone in your community taught you that power is an illusion, and so illusions are power. Who were they and what was your relationship?
  2. Even with your closest people, you still wear a mask over your true self. What is a secret that you hide from everyone?
  3. What was the first time that you used your power for mischief or selfish purposes?

Connection prompts

  1. How did I trick you before and why do you still think about it?
  2. What topic are you certain I would never lie about?
  3. What kind of mischief did I rope you into when we first met?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.