School of Enchantment

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.    

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.    

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting presence can magically enthral another creature. As an action, choose one creature that you can see within 15 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell saved 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 and visibly dazed. Creatures charmed in this way get to repeat a saving throw when they are damaged by you or an ally of yours. Creatures must be within 15 ft of you to be under this effect.

On subsequent turns, you can use a bonus action to maintain your hypnotic gaze and bind an additional creature to your presence. The number of creatures you can sustain under this effect equals your Charisma modifier (minimum of 1).

Once the effect ends, or if the creature succeeds on its saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.    

Instinctive Charm

Beginning at 6th level, 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. Creatures that can't be charmed are immune to this effect. On a failed save, the attacker must target a creature you choose.

On a successful save, you can't use this feature on the attacker again until you finish a long rest.

Alternatively, you can use your reaction after taking damage to channel your pain and emotional toil into your Hypnotic Gaze. Each creature charmed, frightened, or affected by your Hypnotic Gaze takes psychic damage equal to the damage you suffered. Once a creature takes damage in this way, they are no longer under your influence.    

Alter Memories

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

You also gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

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. 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.      

Force of Personality

Starting at 14th level, creatures you target with your abilities are stricken with the potent arcane force of your personality. Large or smaller creatures you attempt to charm or frighten that are immune to those conditions become susceptible, but only enough that they are incapacitated and their speed is reduced to 0 on a failed save. Huge or larger creatures are not affected in this way, but do still suffer the following effect.

Additionally, creatures wear your charm like a suffocating arcane mantle. When a charm or fear effect you created on a creature ends, roll 2d6 psychic damage for every round the creature was affected as your intoxicating presence is ripped from their minds (to a maximum of 12d6 psychic damage). You can choose not to cause this damage and gently lift your presence instead.
Click here to return to Wizard.
                                                                     

Comments

Please Login in order to comment!