Points de Vie
Maîtrises
Mesmer
| Niveau | Bonus de Maîtrise | Capacités | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Mesmer Casting Mesmer Magic Tradition | 2 |
| 2 | + 2 | Mesmer Casting Mesmer Magic Tradition | 2 |
| 3 | + 2 | Mesmer Casting Mesmer Magic Tradition | 2 |
| 4 | + 2 | Mesmer Casting Mesmer Magic Tradition | 2 |
| 5 | + 3 | Mesmer Casting Mesmer Magic Tradition | 3 |
| 6 | + 3 | Mesmer Casting Mesmer Magic Tradition | 3 |
| 7 | + 3 | Mesmer Casting Mesmer Magic Tradition | 3 |
| 8 | + 3 | Mesmer Casting Mesmer Magic Tradition | 3 |
| 9 | + 4 | Mesmer Casting Mesmer Magic Tradition | 4 |
| 10 | + 4 | Mesmer Casting Mesmer Magic Tradition | 4 |
| 11 | + 4 | Mesmer Casting Mesmer Magic Tradition | 4 |
| 12 | + 4 | Mesmer Casting Mesmer Magic Tradition | 4 |
| 13 | + 5 | Mesmer Casting Mesmer Magic Tradition | 4 |
| 14 | + 5 | Mesmer Casting Mesmer Magic Tradition | 4 |
| 15 | + 5 | Mesmer Casting Mesmer Magic Tradition | 5 |
| 16 | + 5 | Mesmer Casting Mesmer Magic Tradition | 5 |
| 17 | + 6 | Mesmer Casting Mesmer Magic Tradition | 5 |
| 18 | + 6 | Mesmer Casting Mesmer Magic Tradition | 5 |
| 19 | + 6 | Mesmer Casting Mesmer Magic Tradition | 5 |
| 20 | + 6 | Mesmer Casting Mesmer Magic Tradition | 5 |
Spell Slots per Spell Level
| Niveau | Bonus de Maîtrise | Capacités | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Mesmer Casting Mesmer Magic Tradition | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Mesmer Casting Mesmer Magic Tradition | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Mesmer Casting Mesmer Magic Tradition | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Mesmer Casting Mesmer Magic Tradition | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Sorts de Classe
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 6
Niveau 7
Niveau 8
Progression d'Incantation
Progression des Tours de Magie
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tours de Magie Connus | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 |
Équipement de Départ
Capacités de Classe
Mesmer Casting (Level 1)
With the manipulation of the energy flowing in you and in the other creatures, you learned a way to use the magic based on that energy. See chapter 10 for the general rules of spellcasting.
Cantrips
At 1st level, you know two cantrips of your choice from the mesmer spell list. You learn additional mesmer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mesmer table.
Preparing and Casting Spells
The mesmer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of mesmer spells that are available for you to cast, choosing from the mesmer spell list. When you do so, choose a number of mesmer spells equal to your Charisma modifier + your mesmer level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level mesmer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell backfire, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of mesmer spells requires time spent in concentration on the energy: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your mesmer spells, ince the power of your magic relies on your ability to use the energy within yourself and others living creatures. You use your Charisma whenever a spell refers to your spellcasting ability. In addition. you use your Charisma modifier when setting the saving throw DC for a mesmer spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast a mesmer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your mesmer spells.
Mesmer Magic Tradition (Level 1)
At first level, you choose a Mesmer Magic Tradition: Domination Magic, Dueling Magic, Illusion Magic or Inspiration Magic, which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Fast Casting (Level 2)
At 2nd level, you are trained to cast your spells faster than before to interrupt your foes and protect yourself. You have two additional reactions which can be used in the same round or in separated rounds (allowing you to use three reactions before your next turn or two reactions in two separated rounds). You can use these reactions only to use one of your mesmer spells or a mesmer feature. You regain any expended reactions when you finish a short or long rest.
The number of extra reactions increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.
Charismatic (Level 3)
Starting at 3rd level, when you roll a 1 or 2 on a Charisma-based skill check which you are proficient, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Energy Drain (Level 3)
At 3rd level, you can use your innate mesmer magic to take your foes energy and recover yours. As an action, a creature you can see within 60 feet of you must make a Constitution saving throw (DC equals to your mesmer spell save DC). On a failed save, the target takes force damage equal to 1d6 + your Charisma modifier and you can recover expended spell slots. The spell slots can have a combined level that is equal to half the damage dealt (rounded up), and none of the slots can be 6th level or higher.
The damage increases by 1d6 when you reach 10th level (2d6), and 14th level (3d6).
Once you use this feature, you must finish a long rest before you can use it again.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Mesmer Magic feature (Level 6)
At 6th level, you gain a feature granted by your Mesmer Magic Tradition.
Mesmer Knowledge (Level 7)
At 7th level, you are considered a sage on energy knowledge thanks to years of studying in the mesmer academy. You have advantage on any skill check related to magic and arcane knowledge you make.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Mesmer Magic feature (Level 10)
At 10th level, you gain a feature granted by your Mesmer Magic Tradition.
Fast Casting (Level 11)
Beginning at 11th level, the number of extra reactions increases to three.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Mesmer Magic feature (Level 14)
At 14th level, you gain a feature granted by your Mesmer Magic Tradition.
Veil of Illusions (Level 15)
At 15th level, You create a magical veil around you, making harder to read your intentions. You are now proficient with the Charisma (Deception) and Charisma (Persuasion) skills. Additionally, as a bonus action you can spend one spell slot to impose disadvantage on Wisdom (Insight) checks against you for 10 minutes.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Fast Casting (Level 17)
Beginning at 17th level, the number of extra reactions increases to four.
Web of Disruption (Level 18)
At 18th level, you can focus on a foe and cast a powerful hex to fully interrupt him for a short time.
As an action, you target a creature and it must make a Charisma saving throw. On a failed save, it's paralyzed for a number of rounds equal to your Charisma modifier.
At the end of each of its turns, the target can make another Charisma saving throw. On a success, the web of disruption effect ends on the target. If the effect ends before the duration of the web, the target takes 6d6 of force damage.
You can't use this feature in two or more creatures at the same time or on a creature which has been under the effects of the Web of Disruption in the past 24 hours.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Ether Feast (Level 20)
At 20th level, you can spend 1 minute and spend one spell slot of 6th level or lower. Then you can choose to regain a spell slot of one level higher, or two spell slots of one lower level. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Sous-classes
Capacités de Sous-classe
Domination Magic
Visions of Regret (Level 1)
At 1st level, when a creature within 60 feet of you that you can see hits you with an attack, you can use a reaction to cause the creature to make a Charisma saving throw. The creature takes 2d8 force damage on a failed saving throw, and half as much damage to a successful one.
You can use this feature twice before you finish a long rest.
Cry of Frustration (Level 6)
Beginning at 6th level, when a creature within 60 feet that you can see makes a saving throw, you can use a reaction and spend 1 spell slot to give it disadvantage on its first saving throw. If the creature fails the save, it also takes force damage equal to 1d10 + your Charisma modifier.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once) before you finish a short or long rest.
Power Lock (Level 10)
At 10th level, as a reaction, when a creature you can see within 60 feet of you makes an attack or uses a spell, it must make a Charisma saving throw. On a failed save, its attack fails and it can't use the same attack or spell until the end of his next turn.
Once you use this feature, you can't use it again until finish a long rest.
Overload (Level 14)
Starting at 14th level, when you attack a single creature with a cantrip or spell, you can cause the attack to deal an extra 1d10 force damage to the target.
Dueling Magic
Illusory Duelist (Level 1)
Beginning at 1st level, you can use a weapon you're proficient with as a spellcasting focus for your mesmer spells.
Also at 1st level, while you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
Conjure Illusions (Level 1)
At 1st level, as an action, you channel your energy to create an illusion of yourself. It appears in an unoccupied space that you can see within 30 feet of you. The conjured illusions have an AC of 10, 1 hit point, and a Strength of 2, they take their turn on your initiative and they can move up to 30 feet to a space you can see, but they must remain within 120 feet of you. A conjured illusion mimics your movement, including your attacks, but deals no damage..
The illusions lasts for 10 minutes, until you lose your concentration (as if you were concentrating on a spell), or until its hit points drops to 0. You can use your action to dismiss the illusions.
Each time a creature targets you with an attack or spell while you are within 5 feet of one of your conjured illusions, it must make an Intelligence saving throw against your spell save DC. On a failed save, it targets the illusion instead.
The number of illusions you create increases to 2 when you reach 6th level, to 3 when you reach 10th level, and to 4 when you reach 14th level.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once) before you finish a long rest.
Improved Illusions (Level 6)
At 6th level, while you have at least one of your illusions of yourself, you can use the following options below.
Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Illusion Strike
When you make a melee attack or cast a spell, you can spend a spell slot to do it as though you were in the illusion's space, but you must use your own senses. You can also use this option when you spend a reaction for making an attack of opportunity.
Mirror Image
As a bonus action, you can spend a spell slot and create a new illusion within 30 feet of you. The maximum number of illusions you can have is determined by the Conjure Illusions feature.
Phantasmal Swap
As a reaction when you are hit by an attack or targeted by a spell, but before taking damage, you can spend a spell slot to swap your position with one of your illusions within 10 feet of you. You can use this feature twice before you finish a short or long rest.
Shatter
As a bonus action, you can choose one of your illusions and destroy it. All creatures within 5 feet of the illusion must make a Dexterity saving throw. On a failed save, it takes force damage equal to 1d10 + your Charisma modifier, or half as much on a successful one. You can expend a spell slot to increase the damage by 1d10 for spell slot level you use.
Perfect Illusions (Level 14)
Starting at 14th level, if you are within 5 feet from a conjured illusion of yourself, creatures have disadvantage on attack rolls and spell attacks against you or against that illusion.
Illusion Magic
Imagined Burden (Level 1)
At 1st level, when a creature within 60 feet that you can see moves or takes an action, you can use a reaction to reduce its speed by half and the target can't take reactions for a number of rounds equal to half of your Charisma modifier (rounded up).
Once you use this feature, you can't use it again until finish a short or long rest.
Distortion (Level 6)
At 6th level, you can distort your physical form to avoid some damage. As a reaction when you take damage, you can halve that damage against you. You can use this feature twice before you finish a short or long rest.
Illusionary Condition (Level 10)
At 10th level, when you use a spell on a creature within 60 feet of you which you can see, it must make a Wisdom saving throw. On a failed save, the target is blinded or deafened (your choice) and it can only use either a bonus action or an action on each of its turns for a number of rounds equal to half of your Charisma modifier (rounded up).
You can use this feature a number of times equal to your Charisma modifier (a minimum of once) before you finish a long rest.
Phantom Pain (Level 14)
Starting at 14th level, as a bonus action, a creature within 60 feet of you which you can see must make a Charisma saving throw. On a failed save, the target takes 1d6 force damage at the beginning of each of its turns and any healing effect it receives is reduced to half for 1 minute. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the Phantom Pain effect ends on the target.
You can't use this feature in two or more creatures at the same time.
Inspiration Magic
Mantra of Protection (Level 1)
At 1st level, you gain proficiency with another saving throw of your choice. In addition, you learn the absorb elements spell, which you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Channeling (Level 6)
At 6th level, when you cast a spell, you can use your reaction and spend up to two mesmer Hit Dices to recover expended spell slots. Roll 1d8 for each Hit Dice spend. The spell slots can have a combined level that is equal to the total roll, and none of the slots can be 6th level or higher.
Once you use this feature, you can't use it again until your finish a short or long rest.
Mantra of Restoration (Level 10)
At 10th level, you can recover a small amount of health when using your spells. Whenever you use spell slot, you regain 1 hit point per slot level.
Mantra of Expel (Level 14)
Starting at 14th level, as a reaction, you can expend one spell slot to gain advantage on a saving throw against a spell. In addition, if the spell deals damage, you take only half damage if you fail the check, and no damage on a success