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Wizard

Enchantment

Enchantment Wizards have honed their 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.

Subclass Features

Lv 3

Enchantment Savant

Choose two spells from the School of Enchantment, they must be no higher than a spell you can learn normally (2nd level at level 3) and add them to your spellbook for free.

Whenever you gain access to a new level of spell casting you can add one spell of that level and of your School to your spellbook for free.

Cantrip Speciality

You are naturally adept at communicating your thoughts and feelings. Choose between the cantrips Encode thoughts and Friends, its casting time becomes one bonus action. You can change which cantrip during a long rest.

Lv 6

Instinctive Charm

Creatures can be swayed by your charms. When a creature you can see within 30 ft 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 WIS saving throw against your 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 are Immune to this effect.

Lv 10

Split Enchantment

You can conserve your resources and maximize your mental powers. When you cast an Enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Lv 14

Alter Memories

You 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 INT saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your CHA modifier (Minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your Enchantment spell.