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Enchantment School
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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.
Level 2
Enchantment Savant
- Halves the cost to learn Enchantment spells from Scrolls. Learning these spells will only cost 25gp gp per spell level.
- Once per Long Rest, use an action to target a non-ally creature within 1.5m / 5ft. The target must succeed on a Saving Throw or become charmed and incapacitated for 2 turns. As an action, while still within range, you can maintain the charm, extending the charm for another 2 turns. If the target takes damage, the effect ends.
Level 6
- 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.
Level 10
- You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.