Base Class: Bard
Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions and phantasmal magic to ensure that their enemies can’t believe their own eyes, mesmers tip the balance of every fight in their favor.
Illusionary Duelist
You learn the dueling techniques of the Mesmer as well as how to wield their preferred weapons to deadly effect.
Bonus Proficiencies. You gain proficiency with rapiers and scimitars.
Dueling Fighting Style. You gain the Dueling Fighting Style Feat without needing to meet the prerequisite of having the Fighting Style Feature. When you’re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. (Due to DDB limitations, you will need to manually add the Dueling Fighting Style under the Feats & Traits section of your character sheet to activate this portion of the feature.)
Phantasmal Magic
You learn how to manifest phantasms visible to everyone nearby that aid you in battle.
As a Bonus Action, you can create a Phantasmal Duelist at a point you can see within 10 feet of you. The Phantasmal Duelist appears as an exact copy of you and it appears solid. The Phantasmal Duelist has an AC equal to yours, hit points equal to five times your proficiency bonus, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. It cannot move through solid objects or other creatures’ spaces despite being an illusion. The Phantasmal Duelist takes its turn immediately after yours, where it will move towards and attack a creature you select (no action required). It makes its attack roll using your spell attack modifier, and it deals psychic damage equal to your Charisma modifier on a hit.
Creatures that can see the Phantasmal Duelist can make an Intelligence (Investigation) check against your spell save DC to reveal its illusory nature. This does not, however, prevent the Phantasmal Duelist’s attack from occurring nor does it grant any kind of resistance to the damage.
You can create one Phantasmal Duelist using this feature at 3rd level. This increases by one at 6th level (total of two) and again at 14th level (total of three).
Shattered Delusions
You can cause your Phantasmal Duelist to shatter like glass and inflict damage to your enemy’s very mind.
As a Bonus Action, you can spend a use of your Bardic Inspiration to cause your Phantasmal Duelist to shatter in a 10-foot radius sphere around it. Creatures you choose must make a Wisdom saving throw against your spell save DC. On a failure, affected creatures take psychic damage equal to two rolls of your Bardic Inspiration die plus your Charisma modifier (half on a success).
Illusionary Ambush
You’ve learned how to magically ambush creatures, giving yourself and your Phantasms the upper hand in combat.
As an Action, you and your Phantasms can teleport randomly to unoccupied spaces around a target you can see within 60 feet. The target can make an Intelligence (Investigation) check to determine which is the Phantasm. If they made the Intelligence (Investigation) check earlier when the Phantasm was summoned, they must remake it after the teleportation to determine which is the Phantasm again.
Master of Fragmentation
You have mastered the ability to shatter your Phantasms, making it basically second-nature.
Whenever you use your Shattered Delusions feature, you can roll a d6 and use it instead of expending a Bardic Inspiration die.







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