Enchantment

Revised from base 5e
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

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Enchantment Savant

2nd-level Transmutation feature   The gold and time you must spend to copy an Enchantment spell into your spellbook is halved.   When you reach 5th level in this class, you learn a 3rd-level Enchantment spell of your choosing. You have the chosen spell always prepared, and it doesn’t count towards the number of spells you can have prepared.  

Hypnotic Gaze

2nd-level Enchantment feature   Your soft words and enchanting gaze can magically enthrall another creature. As an Action, choose one creature that you can see within 20 feet of you. If the target can see or hear you, it must succeed on a Wisdom Saving Throw against your Wizard Spell Save DC or be Charmed by you until the end of your next turn. The Charmed creature's Speed drops to 0, and the creature is Incapacitated.   On subsequent turns, you can use your Action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 20 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.   Once the effect ends, or if the creature succeeds on its initial Saving Throw against this effect, you can't use this feature on that creature again until you finish a Long Rest.  
 

Instinctive Charm

6th-level Enchantment feature   When a creature you can see within 30 feet of you makes an Attack Roll against you, you can use your Reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom Saving Throw against your Wizard Spell Save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a Long Rest.   You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be Charmed have Advantage on this Saving Throw.  
 

Split Enchantment

10th-level Enchantment feature   When you cast an Enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.  
 

Alter Memories

14th-level Enchantment feature   You gain the ability to make a creature unaware of your magical influence on it. When you charm a creature, you can alter the creature's understanding so that it remains unaware of being Charmed. If the creature's Intelligence score is higher than yours, it can attempt to succeed on an Intelligence Saving Throw against your Wizard Spell Save DC to resist this effect (i.e. to know that you've Charmed it).   Additionally, once before the spell expires, you can use your Action to try to make the chosen creature forget some of the time it spent Charmed, provided it doesn't know it is Charmed. The creature must succeed on an Intelligence Saving Throw against your Wizard Spell Save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your Enchantment spell.