Tier 1 Dazzling Feints (level 3)
Blinding Strike
On a successful feint, the target is blinded for 1 round on a failed Constitution saving throw

Improved: The target has disadvantage on the save

Greater: No saving throw

Disengaging Feint
On a successful feint, the mesmerist can disengage as a free action this turn.

Improved: In addition to the free action Disengage, the Daredevil can also dash as a free action this turn.

Greater: In addition to the Improved benefit, remove the Bonus Action cost of Jump this turn.

Fateful Feint
On a successful feint, the mesmerist may roll twice and take the higher value on damage rolls until the beginning of their next turn.

Improved: Also reroll natural 1s on attack rolls and saving throws.

Greater: Grant these benefits in a 6m aura.


Pushing Feint
On a successful feint, the mesmerist can push the target backwards 10 feet, negated by a successful Dexterity saving throw.

Improved: The target has disadvantage on the save.

Greater: No saving throw.

Tier 2 Dazzling Feints (level 7)
Critical Feint
On a successful feint, the critical hit threshold for the Daredevil’s attacks this turn is reduced by 2.

Improved: Reduce the critical hit threshold by 4.

Greater: Reduce the critical hit threshold by 6.

Distracting Feint
On a successful feint, the target must pass a Wisdom saving throw or suffer a 25% miss chance for 1 round.

Improved: The miss chance becomes 50%.

Greater: The miss chance is 50%, and the target has disadvantage on their saving throw.

Inspiring Feint
On a successful feint, give allies within 9m/30ft a +2 bonus to attack rolls for 1 round and 5 temporary HP.

Improved: The duration increases to 2 rounds. The temporary HP refreshes at the beginning of your turn.

Greater: The duration increases to 3 rounds. The temporary HP refreshes at the beginning of your turn.

Tier 3 Dazzling Feints (level 11)
Crippling Feint
On a successful feint, the target is Blinded, Slowed, and Silenced for 2 rounds (Constitution saving throw negates).

Improved: The target has disadvantage on the save.

Greater: No saving throw.


Humiliating Feint
On a successful feint, the target is Disarmed, knocked Prone, and Maimed for 2 turns (Dexterity saving throw negates).

Improved: The target has disadvantage on the save/

Greater: No saving throw.

Overwhelming Feint
On a successful feint, the target receives 2 turns of Bleeding, Reverberation, and Reeling (Constitution saving throw negates), as well as vulnerability to Psychic and Piercing damage, regardless of the outcome of the target's saving throw.

Improved: The target has disadvantage on the save.

Greater: No saving throw.

Daredevil's Boons
Critical Restoration
When the Daredevil lands a critical hit or kill with a light or one handed piercing weapon, restore 1d6 hit points, +1d6 for every 5 class levels (to a maximum of 5d6 at 20th level).
Additionally, while in a Stance, the Daredevil’s critical hit threshold is reduced by 2.

Grounded Stance
When the Daredevil enters a Stance, gain immunity to Prone, Difficult Terrain, and Surfaces, as well as not being able to be moved against your will for 2 rounds.
Additionally, the Panache cost of entering a Stance is reduced by 1.
At levels 10 and 20, the status duration increases by 1 round and the Panache cost is reduced further by 1.

Pain Becomes Power
While below 80% health, the Daredevil gains a +2 to attack rolls. This increases to +4 below 50%, and +6 below 10% health.
The Daredevil gains a bonus to damage rolls equal to ½ their class level.
Additionally, unlock a variant of Mesmerist’s Feint which does not cost a bonus action and has no cooldown, but instead deals 25% of your maximum health on use (to yourself).

Superior Defense
While not wearing armor, the Daredevil adds their Charisma modifier to their AC in addition to Dexterity.
The Daredevil gains +1 AC, and an additional +1 AC for every 5 Mesmerist levels.
Additionally, gain an extra 3m/10ft of movement.

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