Base Class: Bard
The College of Mesmer bards are masters of deception and misdirection who create and shatter illusions as their bardic inspiration. Illusions are ethereal creations mimicking the mesmer, employed to both fool their enemies and attack them. Mesmers then shatter their illusions in the blink of an eye to annihilate their dumbfounded enemies.
Level 3: Phantasmal Simile
You can conjure illusory magic to deceive and beguile. As a Bonus Action, you can expend a use of Bardic Inspiration to conjure a Phantasm, a glassy visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The Phantasm is intangible and doesn’t occupy its space.
The Phantasm lasts for 10 minutes, but it ends early if you dismiss it (no action required), Shatter it as an Action, or have the Incapacitated condition.
Up to 3 Phantasms can exist at once, if you summon a fourth, the first Phantasm Shatters. The Phantasm is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.
Spellcast. You can cast spells as though you were in the Phantasm’s space, but you must use your own senses.
Shatter. As an Action, you Shatter any number of Phantasms.
Move. As a Bonus Action, you can move the Phantasm up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.
Level 3: Shatter Phantasm
As an Action, you Shatter all conjured Phantasms. The Phantasm bursts into shards and you choose one of the following effects. Saving throws from Shatter Phantasm are against your Spell Save DC.
Harm: Each creature of your choice within 5 feet of the Phantasm takes Psychic damage equal to a roll of your Bardic Inspiration + your Charisma modifier.
Heal: Each creature of your choice within 5 feet of the Phantasm gains a number of Hit Points equal to your Bardic Inspiration + your Charisma modifier.
Hypnotize: Each creature of your choice within 5 feet of the Phantasm makes a Charisma saving throw or become Charmed by you until the end of their next turn.
Phase Retreat
Whenever you take the Bonus Action to conjure or move a Phantasm, you can teleport, swapping places with it.
As a Reaction in response to taking damage, you can expend a Bardic Inspiration to conjure a Phantasm in your space and teleport to a point you can see within 30 feet of you.
Level 14: Mesmeric Virtuoso
When you conjure Phantasm, you can expend a Bardic Inspiration to summon two Phantasms, each in an unoccupied space you can see within 30 feet of you.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Additionally, your Shatter Phantasm gains the following options.
Hinder. Each creature of your choice within 5 feet of the Phantasm must make a Dexterity saving throw or have their speed reduced to 0 and they cannot make Opportunity attacks.
Hope. Each creature of your choice within 5 feet of the Phantasm has the Charmed or Frightened condition removed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/7/2026 8:00:00 AM
|
7
|
0
|
--
|
Coming Soon
|
Comments