Rogue
Base Class: Rogue

Mesmerizer rogues are masterful manipulators of the mind, using subtle gestures, sounds and sensations to affect and control the subconscious of others. With their mesmeric powers they can dull one’s senses, cause them to lower their guard, intensify their fears and desires, and reveal their deepest, darkest secrets. These cunning rogues utilize their powers in combat as well as in social settings, often leaving their victims completely unaware of any mesmeric tampering.

As a Mesmerizer, you have most likely found a preferred tool to use your powers. Roll on the Mesmerizer's Tool table or come up with one on your own!

Mesmerizer's Tool

D6 Tool
1 A silver pendulum hanging from a chain.
2 A brass pocket watch.
3 An amulet or locket.
4 A long, colorful feather.
5 A golden coin, polished to a fine sheen.
6 A music box.

Mesmerize Mind

Beginning when you choose this archetype at 3rd level, your mesmeric powers can force others to drop their guard. As a bonus action, you can choose a creature that can see you within 15 feet of you and force it to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature is mesmerized by you for 1 hour, until you are killed or until you choose to dismiss the effect (requires no action by you). While a creature is mesmerized it suffers the following effects:

  • It has disadvantage on Wisdom ability checks.
  • It cannot make opportunity attacks against you.
  • You can attempt to Hide from the creature even if it can see you.

You can have a number of creatures mesmerized at a time equal to your Charisma modifier. A creature that has been mesmerized or succeeded on its saving throw cannot be mesmerized again until 24 hours have passed.

Subconscious Control

At 3rd level, you can exert limited control over a creature’s subconscious. As an action, you can command or question a mesmerized creature that can hear you within 30 feet of you. When you do so, you can choose one of the following options:

  • You utter a one-word command to the mesmerized creature. On its next turn, the creature must follow the command to the best of its ability and then ends its turn.
  • You ask the target one question. The target must answer the question truthfully.

If following the commands or answering the question would result in the creature being harmed, this effect fails. After you use this feature against a creature, it is no longer mesmerized and unaware that you affected its mind.

Mental Tranquility

Also at 3rd level, you can use your mesmeric powers to restore a creature's mental state. As an action, you can choose a creature within 10 feet of you that is currently charmed or frightened. Roll a Charisma (Persuasion) check against the condition’s save DC (if applicable). On a success, the condition immediately ends.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Phantasmal Visions

At 9th level, you can influence a creature’s mind further, creating frightful or alluring phantasms. As an action, you can manifest a phantasm of your own design in the minds of one or more mesmerized creatures within 30 feet of you. A phantasm you create through this feature is an intangible creature or object that is only visible to the chosen mesmerized creature(s). When you do so, choose one of the following options:

Phantom of Desire. An affected creature is charmed by the phantasm. On each of its turns, it must use its movement to move towards the phantasm.

Phantom of Terror. An affected creature is frightened by the phantasm. If the phantasm is within 5 feet of an affected creature, it counts as an adjacent ally for the purposes of Sneak Attack.

A phantasm remains for as long as a creature is mesmerized by you. On each of your turns, you can use your bonus action to move a phantasm up to 30 feet. An affected creature can roll an Intelligence (Investigation) check against a DC of 8 + your proficiency bonus + your Charisma modifier. On a success, it realizes that the phantasm isn’t real and is no longer mesmerized.

You can use this feature once per short rest.

Hypnotic Interference

At 13th level, you can use your mesmeric powers to weaken your foes' attacks. When a mesmerized creature within 30 feet of you hits another creature with an attack, you can use your reaction to halve the attack's damage. Afterwards, the creature is no longer mesmerized.

Mental Puppeteer

At 17th level, you’ve mastered your mesmeric powers. You can mesmerize a creature for up to 8 hours. In addition, when you use your Mesmerize feature, you can attempt to mesmerize a number of creatures equal to your Charisma modifier using the same bonus action, as long as they’re all within 30 feet of you.

Mesmerizer Image

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