Ad placeholder
Enchantment School: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
HiddenDragon (talk | contribs) (Updated formatting) |
||
Line 9: | Line 9: | ||
{{SubclassNote|Wizard}} | {{SubclassNote|Wizard}} | ||
{{H3|Level 2}} | |||
; Enchantment Savant | |||
: Halves the cost to learn [[Enchantment spells]] from [[Scrolls]]. Learning these spells will only cost '''{{gold|25}}''' per spell level. | |||
{{HorizontalRuleImage}} | |||
=== | ; {{SAI|Hypnotic Gaze|w=40}} | ||
: Once per [[Long Rest]], use an action to target a non-ally creature within {{Range|m=1.5|ft=5}}. The target must succeed on a {{SavingThrow|WIS}} or become {{Cond|Charmed}} and {{Cond|Incapacitated}} for 2 turns. As an action, while still within range, you can {{SAI|Maintain Hypnotic Gaze|Maintain}} the charm, extending the charm for another 2 turns. If the target takes damage, the effect ends. | |||
{{H3|Level 6}} | |||
= | ; {{SAI|Instinctive Charm|w=40}} | ||
: As a [[Reaction]], charm an enemy that attacks you. They must succeed on a {{Ability|Wisdom}} saving throw or attack a new target if possible. If a target succeeds on its saving throw, it cannot be affected by this ability until after a long rest. | |||
{{H3|Level 10}} | |||
; {{SAI|Split Enchantment|w=40}} | |||
: You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature. | |||
{{WizardNavbox}} | {{WizardNavbox}} |
Revision as of 09:23, 21 December 2023
Enchantment School is one of the Subclasses of Wizard. These Wizards specialize in controlling and befuddling others.
Subclass Features
This subclass obtains all the features from its base class, Wizard, in addition to its unique features outlined below.
- Enchantment Savant
- Halves the cost to learn Enchantment spells from Scrolls. Learning these spells will only cost 25 gp per spell level.
- Once per Long Rest, use an action to target a non-ally creature within Range: 1.5 m / 5 ft. The target must succeed on a Wisdom saving throw or become and for 2 turns. As an action, while still within range, you can the charm, extending the charm for another 2 turns. If the target takes damage, the effect ends.
- As a Reaction, charm an enemy that attacks you. They must succeed on a saving throw or attack a new target if possible. If a target succeeds on its saving throw, it cannot be affected by this ability until after a long rest.
- You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.