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Daggerheart Mesmer

The document introduces the Mesmer class for the Daggerheart system, created by Lky7, which focuses on manipulation of emotions and perceptions through illusion and psychic abilities. It outlines two subclasses, Siren and Veilwalker, each with unique traits and features, as well as starting equipment and character customization options. The class is a homebrew creation and not an official product of Darrington Press or Critical Role, and feedback from players is encouraged.

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Chris Haines
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0% found this document useful (0 votes)
301 views7 pages

Daggerheart Mesmer

The document introduces the Mesmer class for the Daggerheart system, created by Lky7, which focuses on manipulation of emotions and perceptions through illusion and psychic abilities. It outlines two subclasses, Siren and Veilwalker, each with unique traits and features, as well as starting equipment and character customization options. The class is a homebrew creation and not an official product of Darrington Press or Critical Role, and feedback from players is encouraged.

Uploaded by

Chris Haines
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MESMER

A DAGGERHEART™ COMPATIBLE CLASS


Designed and Written by Lky7
Version 1.1
01.06.2025

Credits & Legal


Mesmer Class for Daggerheart
Created by Lky7 https://ko-fi.com/lky7
This product includes materials from the Daggerheart System Reference Document 1.0, Critical Role, LLC. under
the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at
https://www.daggerheart.com. There are no previous modifications by others.
This work is an original modification of the Daggerheart System Reference Document 1.0.
The Darrington Press Community Gaming License can be found at: https://darringtonpress.com/license/.
Darrington Press™™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used
with permission.
©Lky7 2025. All rights reserved.
Important Note: The Mesmer class is compatible with the Daggerheart system. It is not an official Darrington Press
or Critical Role product, and its creation is not sponsored by, endorsed by, or associated with Darrington Press or
Critical Role.
Art Disclaimer: Some artwork within this document has been generated using AI tools, in combination with other
creative processes, to help bring the visual concepts to life.
Hey everyone! Thank you for checking out the Mesmer class. This is my
very first attempt at homebrewing for Daggerheart, and I've poured a lot
of passion into bringing it to life. I'm really excited to share it with you,
and I hope you have a blast playing it.

I'm definitely looking for feedback, so please be gentle but honest!


Whether you love it, have ideas for improvement, or spot something that
just doesn't quite work, I'd love to hear from you. Feel free to reach out
on my socials or Ko-fi (https://ko-fi.com/lky7). Your thoughts will help me
grow as a designer!

Reddit

KO-FI

BSky
MESMER MESMER SUBCLASSES
Choose either the Siren or the Veilwalker
Mesmers are dreamwalkers, manipulators of feeling and
subclass.
perception who twist reality at its seams. Whether as
honey-voiced healers, oracles or ruthless deceivers, they
charm, distract, and reshape the world through illusion, SIREN ----------------------------
empathy, and psychic finesse. To a Mesmer, emotion is both
weapon and shield—capable of restoring shattered spirits or Play the Siren if you want to sway hearts and harness emotion to
breaking wills with a whisper. Some tread gently, soothing heal, charm, or unnerve.
hearts like silk over skin. Others revel in mental theater,
crafting dazzling lies or haunting echoes that compel, ■ SPELLCAST TRAIT
confuse, or comfort—whatever the moment demands. Presence.

DOMAINS ■ FOUNDATION FEATURES​


Grace & Splendor Heartlink: You can use this ability a number of times equal to
your Spellcast trait per long rest. Choose one:
STARTING EVASION ●​ Soothe: Clear a Stress from yourself and an ally within
10 Close range. If you Describe how you bring comfort or
calm, you both gain 1 Hope.
●​ Torment: Inflict a Stress on an adversary within Close
STARTING HIT POINTS range. Their next attack has Disadvantage.
5
Bleeding Heart: When you’ve run out of uses, you may still invoke
CLASS ITEMS Heartlink—but each time you do, the GM gains a Fear.
A vial of perfumed oil or a mirror that reflects lies
■ SPECIALIZATION FEATURE
MESMER’S HOPE FEATURE Soulthether: When you use Heartlink, you may also inflict one of
the following temporary effects. Choose two targets within Close
Velvet Restoration: Spend 3 Hope to clear 1d4 Stress on
range.
yourself or an ally.
●​ Shared Suffering: If any target clears a Stress, the other
targets clear a Stress as well.
CLASS FEATURES ●​ Empathic Reflection: If any target marks a Stress, the
Heart’s Whisper other targets gain a Hope.
You instinctively sense the surface emotions of creatures ●​ Double Sorrow: If any target marks a Stress, the other
within Very Close range. This does not reveal specific targets mark a Stress as well.
thoughts or secrets, only general states.
■ MASTERY FEATURE​
Veil Sight Web of Hearts: For every Stress you have currently marked, you
Mark a stress. Describe what you see—a flicker of can choose an additional target to be affected by the chosen
wrongness, a whisper of the past, or a place where the effect of Soulthether.
world feels thin. The GM may pick a category which it
represents from the options below, or combine elements:
●​ Hidden Flaw: An unnatural distortion in an object or
space. You or an ally gains Advantage on the next
interaction with it.
●​ Residual Echo: Lingering traces of powerful emotion
or events, or a fractured psychic impression from the
recent past or a nearby mind. Learn one relevant,
useful fact.
●​ Thin Spot: A fragile point in reality's fabric. Interact
with it in one unexpected, beneficial way.
VEILWALKER ---------------------- BACKGROUND QUESTIONS………………….
Play the Veilwalker if you want to manipulate space, perception, Answer any of the following background questions. You can
and the boundary between reality and illusion. also create your own questions.

■ SPELLCAST TRAIT ●​ What is the most beautiful illusion you have ever
Knowledge. created, and why?
●​ What truth did you once see in someone’s heart that
changed how you see the world?
■ FOUNDATION FEATURE ●​ Where do your illusions draw their shape from? What
Mirage: Once per long rest, you conjure an illusory double of dream, fear, or distant memory lingers in everything you
yourself within Close range. The illusion lasts for the remainder conjure?
of the scene.
●​ You and the illusion can move independently. At any
time, you may decide which of the two is your true CONNECTIONS………..…….………………...…….
body. The other becomes the illusion.
●​ When taking an action, you may choose whether it Ask your fellow players one of the following questions for
originates from your true self or the illusion. their character to answer, or create your own questions.
●​ If an effect or attack targets the illusion, it instead
affects you. ●​ What moment of shared vulnerability brought us closer,
●​ When you would lose Hit Points or gain a Condition, you even if we never talk about it?
may dissipate the illusion to negate the effect entirely. ●​ When the world feels false, how do you remind me
■ SPECIALIZATION FEATURES what’s real?
●​ How did I rely on you to survive something neither of us
Fata Morgana: While Mirage is active, you gain a +1 bonus to
fully understands?
Evasion. You can use Mirage twice before requiring a long rest.

Flicker: Make a Spellcast Roll (15) to swap places with a target


within Close range of you or your Mirage. The target cannot be
bigger than you. If you succeed, the target can be:
●​ Spend 2 Hope. A willing ally or an object.
●​ Mark a Stress. An adversary.

■ MASTERY FEATURE
Twin Paradox: Spend 3 Hope. Once per session, you create a
mirror image of yourself or an ally within Far range. This image
acts simultaneously with the target, initiating a Tag Team Roll.
This does not count towards your or your allies’ Tag Team uses.
Welcome, aspiring Mesmer! As you embark on this ■ Inventory
journey of twisting perceptions and weaving emotions, Take: a torch, 50 feet of rope, basic supplies,
the choices you make here will define the very and a handful of gold
essence of your character. The Mesmer, regardless of Then choose between:
their chosen path, thrives on mental acuity, subtle a Minor Health Potion OR
influence, and an understanding of the unseen a Minor Stamina Potion
currents that shape reality. and either:
A vial of perfumed oil OR
When distributing your starting modifiers (+2, +1, +1, 0, a mirror that reflects lies
0, -1) across your six core traits – Agility, Strength,
Finesse, Instinct, Presence, and Knowledge – ■ Character Description
remember that your choices should not only optimize Choose one (or more) from each line,
your Mesmer's mechanical effectiveness but also or write your own description.
reflect the kind of Mesmer you envision. Clothes that are: shimmering, flowing, camouflaged,
tailored, understated, theatrical
Eyes like: moonstone, liquid mercury, deep wells,
SIREN shifting smoke, warm embers
If you choose the Siren, you are a master of emotion Body that’s: ethereal, gracefully poised, subtly
and influence. Your Spellcast Trait is Presence, restless, deceptively frail, unnervingly still, almost
making it your most important attribute. A high translucent
Presence allows you to effortlessly charm, perform, Skin the color of: twilight mist, polished jade, ancient
and deceive. parchment, cool alabaster, deep indigo, sun-dappled
water
■ Suggested Siren Traits: Attitude like: a puppeteer, a dreamer, a mirror, a
Presence: +2 Instinct: +1 Knowledge: +1 chameleon, a whisper, a silent observer
Finesse: 0 Agility: 0 Strength: -1

■ Suggested Primary Weapon:


Scepter, Presence Far, d6 mag, Two-Handed
Versatile: Presence Melee, d8

■ Suggested Armor:
Gambeson Armor - Thresholds 5/11 - Score 3
Flexible: +1 Evasion

VEILWALKER
Should you choose the Veilwalker, you become a master of
space, perception, and illusion. Your Spellcast Trait is Knowledge,
making it the pillar of your mental artistry. Your power stems
from understanding the fundamental patterns of reality and how
to subtly unravel them.

Suggested Veilwalker Traits:


Knowledge: +2 Instinct: +1 Presence: +1
Finesse: 0 Agility: 0 Strength: -1

■ Suggested Primary Weapon:


Greatstaff, Knowledge Very Far, d6 mag, Two-Handed
Powerful: Roll an additional damage die and discard
the lowest.

■ Suggested Armor:
Gambeson Armor - Thresholds 5/11 - Score 3
Flexible: +1 Evasion

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