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2021-07-04, 07:03 PM
MESMERIST



Class
Level
Proficiency
Bonus
Class
Features
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Tricks
Known


1
+2
Professional Focus, Stage Magic
2
2
1
1st
-


2
+2
Mesmerist Tricks
2
3
2
1st
2


3
+2
Persona
2
4
2
2nd
2


4
+2
Ability Score Improvement, Psychic Versatility
3
5
2
2nd
2


5
+3

3
6
2
3rd
3


6
+3
Profession feature
3
7
2
3rd
3


7
+3

3
8
2
4th
4


8
+3
Ability Score Improvement, Psychic Versatility
3
9
2
4th
4


9
+4

3
10
2
5th
5


10
+4
Profession feature
4
10
2
5th
5


11
+4
Masterpiece (6th)
4
11
3
5th
5


12
+4
Ability Score Improvement, Psychic Versatility
4
11
3
5th
6


13
+5
Masterpiece (7th)
4
12
3
5th
6


14
+5
Profession feature
4
12
3
5th
6


15
+5
Masterpiece (8th)
4
13
3
5th
7


16
+5
Ability Score Improvement, Psychic Versatility
4
13
3
5th
7


17
+6
Masterpiece (9th)
4
14
4
5th
7


18
+6

4
14
4
5th
8


19
+6
Ability Score Improvement, Psychic Versatility
4
15
4
5th
8


20
+6
Encore
4
15
4
5th
8



Class Features

As a mesmerist, you gain the following class features:

Hit Points
Hit Dice: 1d8 per mesmerist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mesmerist level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Medicine, Performance, Persuasion, Religion, Sleight Of Hand

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

Professional Focus
At 1st level, you've settled into a style of performance that fits you properly. Choose one of the following: Bulwark, Faith Healer, Hypnotist, or Psychic. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Stage Magic
Your dedication and practice to your performance has given you facility with spells.

Cantrips
You know two cantrips of your choice from the mesmerist spell list. You learn additional mesmerist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mesmerist table.

Spell Slots
The Mesmerist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your mesmerist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Charm Person, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the mesmerist spell list.

The Spells Known column of the Mesmerist table shows when you learn more mesmerist spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new mesmerist spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the mesmerist spells you know and replace it with another spell from the mesmerist spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your mesmerist spells, so 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 mesmerist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any mesmerist spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your mesmerist spells.

Mesmerist Tricks
In your study of stagecraft, you have discovered little mesmerist tricks, which greatly enhance your performances. At 2nd level, you gain two mesmerist tricks of your choice. When you gain certain mesmerist levels, you gain additional tricks of your choice, as shown in the Tricks Known column of the Mesmerist table. Additionally, when you gain a level in this class, you can choose one of the tricks you know and replace it with another trick that you could learn at that level.

A level prerequisite in an invocation refers to mesmerist level, not character level.

Persona
You've already decided what you do, now you're deciding how you do it. At 3rd level, you pick your Persona from the following options: Ambassador, Charlatan, Sadist, or Spiritualist.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Psychic Versatility
Whenever you reach a level in mesmerist that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
Replace one cantrip you learned from this class's Stage Magic feature with another cantrip from the mesmerist spell list.
Replace the option you chose for the Persona feature with one of that feature's other options.
If you're 12th level or higher, replace one spell from your Masterpiece feature with another mesmerist spell of the same level.

If this change makes you ineligible for any of your Mesmerist Tricks, you must also replace them now, choosing tricks for which you qualify.

Masterpiece
At 11th level, your dedication has borne fruit in the form of a Masterpiece. Choose one 6th-level spell from the mesmerist spell list as this masterpiece. You can cast your masterpiece spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more mesmerist spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Masterpieces when you finish a long rest.

If you like, you can also count a Masterpiece as a spell slot of its level and use it to upcast a lower-level spell you know instead.

Encore
At 20th level, you can draw on your inner reserve of psychic power to regain expended spell slots. You can spend 1 minute basking in the results of your performance to regain all your expended spell slots from your Stage Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

0th
Dancing Lights
Druidcraft
Friends
Guidance
Light
Mage Hand
Message
Mind Sliver
Minor Illusion
Prestidigitation
Spare The Dying
Thaumaturgy
Toll The Dead
True Strike
Vicious Mockery

1st
Bane
Bless
Charm Person
Command
Comprehend Languages
Detect Evil And Good
Detect Magic
Disguise Self
Dissonant Whispers
Healing Word
Illusory Script
Protections From Evil And Good
Psychic Stare
Sanctuary
Silent Image
Sleep
Tasha's Hideous Laughter

2nd
Aid
Augury
Calm Emotions
Crown Of Madness
Detect Thoughts
Enhance Ability
Enthrall
Gust Of Wind
Hold Person
Invisibility
Lesser Restoration
Levitate
Locate Object
Mind Spike
Phantasmal Force
Silence
Suggestion
Tasha's Mind Whip
Warding Bond
Zone Of Truth

3rd
Beacon Of Hope
Bestow Curse
Counterspell
Dispel Magic
Enemies Abound
Feign Death
Intellect Fortress
Major Image
Mass Healing Word
Nondetection
Remove Curse
Sending
Sleep
Speak With Dead
Tongues

4th
Arcane Eye
Charm Monster
Compulsion
Dominate Beast
Locate Creature
Phantasmal Killer

5th
Animate Objects
Commune
Commune With Nature
Contact Other Plane
Dominate Person
Dream
Geas
Greater Restoration
Hold Monster
Legend Lore
Mislead
Modify Memory
Scrying
Seeming
Skill Empowerment
Synaptic Static
Telekinesis

6th
Contingency
Eyebite
Find The Path
Mass Suggestion
Mental Prison
Programmed Illusion
Tenser's Transformation
True Seeing

7th
Etherealness
Heal
Power Word Pain
Regenerate
Sequester

8th
Antipathy/Sympathy
Dominate Monster
Glibness
Mind Blank
Power Word Stun
Telepathy

9th
Psychic Scream
Power Word Heal
Power Word Kill
Weird

BULWARK
The flesh is weak, but the mind is strong. Willpower will carry you through everything that comes your way.

1: Expanded Spell List
The Bulwark chooses from an expanded list of spells when learning mesmerist spells. The following spells are added to the mesmerist spell list for you.
1st: Heroism
2nd: Blur
3rd: Haste
4th: Freedom Of Movement
5th: Circle Of Power
9th: Invulnerability

1: Mind Over Matter
You gain 1 additional hit point per mesmerist level you currently possess. Whenever you gain a new level in mesmerist, you gain 1 additional hit point.

6: Perfect Focus
You have advantage on Constitution checks. Additionally, you add your Charisma modifier to any Constitution save you make to maintain concentration on a spell.

10: Pain Is Nothing
As a reaction, you may halve the damage from a single attack (rounded down).

14: Shrug It Off
You gain resistance to psychic damage, and advantage on saves vs effects that would make you charmed or frightened. If you already possess such resistance/advantage(s), then you instead gain immunity to that damage/those condition(s).



FAITH HEALER

1: Expanded Spell List
The Bulwark chooses from an expanded list of spells when learning mesmerist spells. The following spells are added to the mesmerist spell list for you.
1st: Cure Wounds
2nd: Prayer Of Healing
3rd: Revivify
4th: Freedom Of Movement
5th: Mass Cure Wounds
9th: Mass Heal

1: Placebo Effect
When you use an effect that would restore hit points to the target, you may choose to instead grant them temporary hit points equal to the amount they would've been healed for. These temporary hit points last for 10 minutes or until expended. If the spell in question would heal multiple targets, this choice applies to all targets of the spell. Targets with resistance to psychic damage get half as many temporary hit points, and targets immune to psychic damage get none.

6/10: Have Some Faith
Starting at 6th level, once per round as an action, you may touch one adjacent creature suffering from a condition. That person gains a new saving throw at advantage to shake off the condition, even if it does not offer follow-up saves normally, and even if it did not offer a save in the first place (although it uses whatever DC is appropriate for the source that inflicted the condition. You may use this feature a number of times per long rest equal to your Charisma modifier. At 10th level, this becomes a number of times per short rest equal to your Charisma modifier.

14: Only Mostly Dead
Starting at 14th level, you can attempt to work a miracle and bring somebody back from beyond the grave. This isn't really resurrection, it's more that sometimes the spirit lingers for a bit after the body has given up the ghost, and you can help mend the body and guide the spirit back inside. Raise Dead is added to your spells known, and once per day you can cast it without expending the material component (although you still have to spend a slot).



HYPNOTIST

Expanded Spell List:
1st: Psychic Stare
2nd: Enthrall
3rd: Hypnotic Pattern
4th: Confusion
5th: Rary's Telepathic Bond
9th: Astral Projection

1: Apprentice Hypnotist
You gain the Psychic Stare spell as an additional spell known, and you gain the Implanted Suggestion trick.

6: Journeyman Hypnotist
You gain one trick.

10: Expert Hypnotist
You gain one trick.

14: Master Hypnotist
You gain one trick.



PSYCHIC

Expanded Spell List:
1st: Identify
2nd: Nystul's Magic Aura
3rd: Clairvoyance
4th: Divination
5th: Commune
9th: Foresight

1: Worldly Sage
Choose two skills that are Intelligence or Wisdom based that you aren't proficient in. You now have expertise in those two skills.

6: Precognitive
Starting at 6th level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

10/14: Knowledge Is Power
Beginning at 10th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you use Stage Magic to cast, you gain one spell slot of a level equal to half the level of the one spent (rounded down). Masterpieces can trigger this. At 14th level, this becomes two-thirds the level of the slot spent (rounded down).

Automatic Writing
Prerequisite: 9th level, Psychic Profession
Once per long rest, you can cast Divination without using a spell slot or components.

Back To Basics
Prerequisite: 7th level, the spell in question as a spell known
A number of times per long rest equal to your Charisma modifier, you may cast the 1st level spell from the expanded list for your profession as a 1st lvl spell without consuming a spell slot.

Battle Magic
Prerequisite: 15th level, Bulwark Profession or Sadist Persona
when you use your action to cast a Mesmerist spell, you may make a single weapon attack as a bonus action. You may also use this bonus action in conjunction with Swiftblade, if you possess that trick.

Breath Control
Prerequisite: 5th level, Bulwark Profession
You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

Bold Stare
Prerequisite: 5th level, Implanted Suggestion trick
A quick mental jab sends your foes reeling. As a bonus action or reaction, target an enemy within 60 ft who can see or hear you. If used as a bonus action, at some point within the next minute you can force them to roll at disadvantage on a d20 roll of your choice. If used as a reaction, the roll you reacted to is rolled at disadvantage. This ability uses the same pool as Implanted Suggestion.

Bulwark's Vigor
Prerequisite: Bulwark Profession
You can cast False Life on yourself at-will as a 1st level spell, without expending a spell slot or material components.

But Wait, There's More!
Prerequisite: Masterpiece, Spiritualist Persona
For every Masterpiece you currently possess, you can select an additional option for that level. Whenever you gain a new Masterpiece, you can select an additional option for that level. This trick can only be taken once.

Dark Rituals
Prerequisite: Spiritualist Persona
Select a spell from any list that is of a level you would be able to cast (maximum 5th level), which has "Summon" in the name. That spell is added to your spells known. Additionally, you can cast it once per long rest without using a spell slot, but to do so you must spend 10 minutes casting the spell.

Escape Artist
Prerequisite: 7th level
You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Expert Performer
You gain proficiency in two mesmerist class skills, or expertise in one mesmerist class skill you are already proficient in. You may select this trick twice, selecting different skills each time.

Full Of Tricks
You either gain two new spells known from the mesmerist list, or one spell known from a Professional Focus that you don't possess. You may select this trick multiple times, selecting different spells each time.

From A Certain Point Of View
Prerequisite: 7th level, Charlatan
Magic that attempts to determine if you are telling the truth indicates whatever you want it to. Magic that would force you to tell the truth fails. The person using said magic is not aware of these failures.

Gaze Of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Get A Hold Of Yourself!
Prerequisite: 9th level, Faith Healer Profession or Spiritualist Persona
As an action, you may touch an adjacent creature or yourself who is afflicted by the charmed or frightened condition. You may end one effect that was causing them to be charmed or frightened. This counts as them passing a saving throw, if that would affect whether the effect can affect them again. Once you have used this on a creature, you can't use it on them again until you've completed a short or long rest.

Good Witch
Prerequisite: 15th level, Faith Healer Profession or Spiritualist Persona
You may cast Remove Curse at-will. Once you have targeted a given creature or object, you cannot target them again until you've taken a long rest.

Healer's Hands
Prerequisite: 7th level, Faith Healer Profession
During a short rest, if you do not spend Hit Dice yourself, you can spend the time patching up wounds on others. Any creature that spends hit dice during this period heals an additional 1d4 hit points. This becomes 2d4 at 14th level.

Implanted Suggestion
Prerequisite: Psychic Stare spell
A number of times per long rest equal to your Charisma modifier, you may spend a bonus action to trigger an implanted suggestion. The target of this ability must be an ally within 60 ft, must be able to see or hear you, and must have been targeted by your Psychic Stare spell since the last time you took a long rest. The ally gains one Hypnosis die, which they can use at any point within the next 10 minutes to aid an attack roll, saving throw, or skill check. They may choose to spend the die after seeing the result of the check, but not before hearing whether it succeeded or failed. The die size is dictated by mesmerist level: it starts out as a d6, becomes a d8 at 6th level, becomes a d10 at 12th level, and becomes a d12 at 18th.

A target who is immune to the charmed condition cannot be affected by this ability.

Improved Mind Blade
Prerequisite: Sadist Persona
You can use any weapon you summon with your Mind Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

I Feel Fine
Prerequisite: 9th level, Faith Healer Profession
Placebo Effect now grants twice as many temporary hit points, and they now last an hour.

I Never Blink
Prerequisite: 5th level, Hypnotist Profession
Implanted Suggestion now recharges all uses on a short rest or long rest.

Invigorating Assault
Prerequisite: 12th level, Sadist Persona
When you hit a creature with your Mind Blade, the creature takes extra psychic damage equal to your Charisma modifier (minimum 1), and you gain an equal number of temporary hit points.

Legerdemain
Prerequisite: 5th level
When you attempt to cast a spell with somatic or verbal components, you can attempt to disguise those components as normal speech and hand movements. For somatic components, this is your Dexterity (Sleight Of Hand) check opposed by the Intelligence (Arcana) or Wisdom (Insight) checks of nearby enemies that could otherwise tell you were casting a spell. For verbal components, this is your Charisma (Deception) check opposed by the Intelligence (Arcana) or Wisdom (Insight) checks of nearby enemies that could otherwise tell you were casting a spell. If you succeed on the checks necessary for a given spell's components, the enemy cannot tell you just cast a spell.

Light As A Feather, Stiff As A Board
Prerequisite: 9th level
You can cast Levitate at-will, without expending a spell slot or material components.

Linguistic Psychometry
Prerequisite: Psychic Profession
You can read all writing.

Master Of Disguise
Prerequisite: Charlatan Persona
You can cast Disguise Self at-will, without expending a spell slot.

Mind's Eye
Prerequisite: 15th level
You can cast Arcane Eye at-will, without expending a spell slot or material components.

No Power In The 'Verse Can Stop Me
Prerequisite: 15th level, Bulwark Profession
You have advantage on death saves. When you would be reduced to 0 HP, make a Wisdom save against DC 10. If you succeed, you are reduced to 1 HP instead. Every subsequent time you would make this save, the DC increases by 5. The DC resets to 10 after you take a short or long rest.

Phrenologist
Prerequisite: Faith Healer Profession or Psychic Profession
You gain proficiency in either Insight or Medicine. Both of these skill are now primarily Intelligence checks.

Proper Ritualist
Prerequisite: Spiritualist Persona
You can now inscribe magical rituals in your Book of Scripture. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Scripture in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means.

On your adventures, you can add other ritual spells to your Book of Scripture. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your mesmerist level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Psychic Assault
Prerequisite: 5th level, Sadist Persona
Once per turn when you hit a creature with your Mind Blade, you can expend a mesmerist spell slot to deal an extra 1d8 psychic damage to the target, plus another 1d8 per level of the spell slot. Additionally, the target must make a Wisdom save against your spell save DC or be stunned until the end of your next turn.

Psychic Inception
Prerequisites: 9th level, Hypnotist Profession or Sadist Persona
Creatures normally immune to psychic damage are merely resistant to psychic damage if you are the source, and creatures that would normally be resistant take damage as if they weren't.

Psychic Subversion
Prerequisite: 9th level, Hypnotist Profession or Spiritualist Persona
Creatures normally immune to the charmed or frightened condition merely have advantage on saving throws against effects causing said conditions when you are the source, and creatures that normally have resistance on such saves instead roll normally.

Putting The B In Subtle
Prerequisite: 15th level, Legerdemain
Enemies rolling to detect your use of Legerdemain roll at disadvantage.

Quick Recovery
Prerequisite: Charlatan Persona
A number of times per long rest equal to your Charisma modifier, after seeing the result of an ability check you are proficient in but not before seeing the consequences of the result, you may reroll the check with advantage.

Reader
Prerequisite: 7th level, Ambassador Persona or Psychic Persona
You can cast Detect Thoughts at-will without spending a spell slot or using components.

Red Light
Prerequisite: 15th level, Hypnotist Profession
You can cast Hold Monster at-will without expending a spell slot or material components. You must finish a logn rest before you can use this invocation on the same creature again.

Seer's Sight
Prerequisite: Psychic Profession
You can cast Detect Magic at-will, without expending a spell slot or material components.

Shadow Magic
Prerequisite: 5th level, Spiritualist Persona
Select one spell from any list that is of a level you could cast and that deals damage. That spell is now known to you. It deals psychic damage instead of its usual damage type(s). If it required a Strength or Intelligence save, it now requires a Charisma save. If it required a Dexterity or Constitution save, it now requires a Wisdom save.

Smoke And Mirrors
You can cast Silent Image at-will, without expending a spell slot or material components.

Smooth Criminal
Prerequisite: 12th level
Whenever you roll an ability check for a skill you are proficient in, any roll less than an 8 on the die counts as an 8.

Spirit Whisperer
Prerequisite: 9th level, Faith Healer Profession or Psychic Profession or Spiritualist Persona
You can cast Speak With Dead at-will, without expending a spell slot or material components.

Superior Mind Blade
Prerequisite: 9th level, Sadist Persona, Improved Mind Blade
The bonus granted by Improved Mind Blade improves by +1.

Swiftblade
Prerequisite: 5th level, Bulwark Profession or Sadist Persona
Whenever you take the attack action on your turn, you may attack twice instead of once.

Third Eye
Prerequisite: 15th level, Psychic Profession
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Thousand Yard Stare
Prerequisite: Psychic Stare spell
When you cast Psychic Stare, its range is 300 ft. If you possess Implanted Suggestion, its range increases to 120 ft.

Towering Will
Add your Charisma modifier to any Wisdom save you make.

Trick Of The Light
Prerequisite: 15th level
You can cast Invisibility at-will, without expending a spell slot.

True Darkvision
Prerequisite: Psychic Profession
You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.

Ultimate Mind Blade
Prerequisite: 15th level, Sadist Persona, Improved Mind Blade, Superior Mind Blade
The bonus granted by Improved Mind Blade improves by +1. This stacks with the improvement from Superior Mind Blade.

Undeniable Presence
When not wearing armor or using a shield, your AC is equal to 10 + Dexterity modifier + Charisma modifier.

Unshakeable Focus
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

What A Nice Guy
Prerequisite: 9th level, Hypnotist Profession or Ambassador Persona or Charlatan Persona
Whenever an effect originating from you ends that was inflicting the charmed condition on a creature, that creature does not realize they were charmed.

You'll Have To Go Through Me
Prerequisite: 7th level, Bulwark Profession or Ambassador Persona
You can cast Warding Bond at-will. Once you have cast it on a particular creature, you cannot cast it on them again until you have finished a long rest.

AMBASSADOR

If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. if your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.



CHARLATAN

Choose two mesmerist class skills. Whenever you attempt an ability check with either of them, you roll an additional d4.



SADIST

You can use your action to create a mind blade in your empty hand. You can choose the form that this melee weapon takes each time you create it (and it doesn't have to be a blade, that's just the traditional form and name). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your mind blade disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your mind blade by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your mind blade thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your mind blade if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.



SPIRITUALIST

You've put together something called a Book of Scripture. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered mesmerist spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known. If you lose your Book of Scripture, you can perform a 1-hour ceremony to create a replacement, provided you have a blank book and the means to write in it. This ceremony can be performed during a short or long rest, and it destroys the previous book. The writing turns to nonsense scribbles when you die.

Psychic Stare
1st-level enchantment (ritual)
Casting Time: 1 bonus action
Range: 120 ft
Components: V, S
Duration: Concentration, up to 1 hour

The target either gains resistance to psychic damage and advantage on Wisdom saving throws, or gains vulnerability to psychic damage and disadvantage on Wisdom saving throws. If your concentration on Psychic Stare is broken by casting another concentration spell, the effects of this will apply to that spell for its duration, but not to anything else.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

(Rushing out to dinner, but this is the basic idea behind Psychic Stare. Also I've got more tricks I need to make, particularly for Ambassador and Charlatan.)

BerzerkerUnit
2021-07-05, 11:42 AM
Perpetual vulnerability is a non starter for that 1st level spell. As written I don’t think it provided a save to resist for the detrimental option.

Maybe as a 5th level spell it might be okay, but as is it just drinks the milkshakes of so many other higher level spells and features.

JNAProductions
2021-07-05, 09:08 PM
Baseline stats and proficiencies, good. Missing equipment, though.

Warlock casting, on Charisma, limited spells known. Okay.

Invocations, will look them over when I get there.

And... That's it, for features? Seems a little light, but okay.

Subclasses!

Bulwark shouldn't be able to give immunity to Charmed or Frightened. Psychic damage is probably okay to gain immunity to.

Faith Healer feels a bit sparse, but probably not unbalanced.

Hypnotist is REALLY sparse. I'd drop it, if you can't figure out more features.

Knowledge is Power on Psychic feels really weird to use with a Walrock caster. Also lets you regain a 6th level slot, though that's not really a huge deal since you only get one normally.

Tricks feel... Okay? With the exception of being able to cast a spell AND make two attacks. That feels significantly too much.

Overall, though, this class feels quite sparse. It's not bad-it has a focus. But I dunno. Feels a little... Underwhelming.