Mesmer
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
Grace
Blade
Starting stats
Hope feature
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
- Someone in your community taught you that power is an illusion, and so illusions are power. Who were they and what was your relationship?
- Even with your closest people, you still wear a mask over your true self. What is a secret that you hide from everyone?
- What was the first time that you used your power for mischief or selfish purposes?
Connection prompts
- How did I trick you before and why do you still think about it?
- What topic are you certain I would never lie about?
- What kind of mischief did I rope you into when we first met?
Subclass cards
Printable via header menu
Bladedancer
Foundation
SPELLCAST TRAIT: Presence
Sidestep: Mark a Stress to switch positions with one of your active Mirages. If you end this movement within Very Close range of an adversary and immediately make a weapon attack against them, gain advantage on the attack roll.
Fractal Footwork: Gain a +1 bonus to your Evasion per active Mirage you have.
Bladedancer
Specialization
Taunting Flourish: When you use your Mirage feature, you can Mark a Stress to make all adversaries within Melee range of the new Mirage become temporarily Taunted. An adversary that is Taunted must target the source of the Taunt the next time it’s spotlighted, then clear the Condition.
Phasing Illusions: Your Mirages manifest more vividly. Instead of being dispelled when they’re targeted with an attack, your Mirages now have an Evasion of 11 and 1 HP.
Bladedancer
Mastery
Threefold Step: When you use your "Sidestep" feature, you can switch the positions of an ally within Very Close range of you, an active Mirage, and yourself in a single move.
Saving Face: Once per rest, you can dispel any number of your active Mirages to clear the same number of Armor Slots.
Shardsinger
Foundation
SPELLCAST TRAIT: Presence
Deceptive Spellcaster: When you make a Spellcast rolls through one of your active Mirages, you gain a bonus to the roll equal to your Proficiency.
Song of Demise: You can use your voice to Shatter an active Mirages, dispelling it as it explodes into a thousand illusory shards. When you do, make a Spellcast roll against all targets within Very Close range of the Mirage. Targets you succeed against take d8 magic damage using your Proficiency. This Spellcast roll does not benefit from Deceptive Spellcaster.
Shardsinger
Specialization
Chimeric Voice: You gain access to the following Shatter options:
Song of Confusion: Targets you succed against are temporarily Dazed. Dazed creatures are Vulnerable and have disadvantage on attack rolls.
Song of Chaos: Targets you suceed against take 1d4 magic damage and must mark a Stress
Song of Discord: Allies within Very Close range of the Mirage clear any magically-sourced conditions.
Specular Decoy: Once per short rest, when an attack would deal Severe damage to you, you can spend a Hope to instantly swap places with an active Mirage. If you have no active Mirages, create one in your position, and teleport anywhere within Very Close range. The Mirage becomes the target of the attack and is then dispelled.
In addition, you may mark a stress so that the conjured Mirage shatters.
Shardsinger
Mastery
Resonance: When you Shatter an active Mirage, you also create the Shatter effect around yourself and every other active Mirage, targeting adversaries within Very Close range.
Mesmer
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
Grace + Blade
Starting Evasion
11
Starting Hit Points
5
Class Items
- • A locket with a broken mirror inside
- • An ornate carnival mask
Mesmer’s 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.
Mesmer Subclasses
Choose either the Bladedancer or Shardsinger subclass.
Bladedancer
Play the Bladedancer if you want to step around the battlefield and strike from where no one expects.
Spellcast Trait
Presence
Foundation Features
Sidestep: Mark a Stress to switch positions with one of your active Mirages. If you end this movement within Very Close range of an adversary and immediately make a weapon attack against them, gain advantage on the attack roll.
Fractal Footwork: Gain a +1 bonus to your Evasion per active Mirage you have.
Specialization Feature
Taunting Flourish: When you use your Mirage feature, you can Mark a Stress to make all adversaries within Melee range of the new Mirage become temporarily Taunted. An adversary that is Taunted must target the source of the Taunt the next time it’s spotlighted, then clear the Condition.
Phasing Illusions: Your Mirages manifest more vividly. Instead of being dispelled when they’re targeted with an attack, your Mirages now have an Evasion of 11 and 1 HP.
Mastery Feature
Threefold Step: When you use your "Sidestep" feature, you can switch the positions of an ally within Very Close range of you, an active Mirage, and yourself in a single move.
Saving Face: Once per rest, you can dispel any number of your active Mirages to clear the same number of Armor Slots.
Shardsinger
Play the Shardsinger if you want to devastate your oponent's minds with shattering illusions
Spellcast Trait
Presence
Foundation Features
Deceptive Spellcaster: When you make a Spellcast rolls through one of your active Mirages, you gain a bonus to the roll equal to your Proficiency.
Song of Demise: You can use your voice to Shatter an active Mirages, dispelling it as it explodes into a thousand illusory shards. When you do, make a Spellcast roll against all targets within Very Close range of the Mirage. Targets you succeed against take d8 magic damage using your Proficiency. This Spellcast roll does not benefit from Deceptive Spellcaster.
Specialization Feature
Chimeric Voice: You gain access to the following Shatter options:
Song of Confusion: Targets you succed against are temporarily Dazed. Dazed creatures are Vulnerable and have disadvantage on attack rolls.
Song of Chaos: Targets you suceed against take 1d4 magic damage and must mark a Stress
Song of Discord: Allies within Very Close range of the Mirage clear any magically-sourced conditions.
Specular Decoy: Once per short rest, when an attack would deal Severe damage to you, you can spend a Hope to instantly swap places with an active Mirage. If you have no active Mirages, create one in your position, and teleport anywhere within Very Close range. The Mirage becomes the target of the attack and is then dispelled.
In addition, you may mark a stress so that the conjured Mirage shatters.
Mastery Feature
Resonance: When you Shatter an active Mirage, you also create the Shatter effect around yourself and every other active Mirage, targeting adversaries within Very Close range.
Background Questions
Answer any of the following, or create your own.
- • Someone in your community taught you that power is an illusion, and so illusions are power. Who were they and what was your relationship?
- • Even with your closest people, you still wear a mask over your true self. What is a secret that you hide from everyone?
- • What was the first time that you used your power for mischief or selfish purposes?
Connections
Ask one of the following, or improvise.
- • How did I trick you before and why do you still think about it?
- • What topic are you certain I would never lie about?
- • 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.