(SETTING NOT FULLY DEVELOPED) MC Origins: enchantress (5e Class)

From D&D Wiki

Jump to: navigation, search

Enchantress[edit]

while name would suggest that only female origins would be enchantresses, this term is only used to diferentiate from enchanters, a person who knows how to operate enchanting table to make magical weapons. Enchantresses, on the other hand, can't do so- at least, not permenently. In their blood runs magic of the creation, and enchantresses can use it to temporarily enchant whatever they touch, and then unleash that magic from the item. Enchantreesses are born, not made- and they are mostly descendants of enchanters, whose blood is often exposed to the magic of enchanting, allowing enchanting magic to desend more potently in their heritage.


Magic in the new way[edit]

Obeying no known law of magic, enchantresses use power of their blood and innate magic to create enchanted items to help them in or outside of combat. As their magic is imbued into the items, enchantress can then use this item as a focus to channel that energy into a magical spell- or sometimes into something unique.

Creating a Enchantress[edit]

When you are making an Enchantress, you have to think how did one of your parents (or maybe both) became enchanters, and which tradition did they follow. Being an enchanter is not an easy post and is not easily achiveable either, so your parents were probably a high-ranking people in society or became ones when they became enchanters. You can also come up with how were your enchanter parent gifted an ability to manipulate magic in their limited way, or how did it manifest. In addition, determine how did enchanting magic manifest into you. Did it happen randomly, were you trained relentlessly to show off if you had the gift, or did some traumatic event broke your magic loose?


Quick Build

You can make a Enchantress quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Sage or Noble background.

Class Features

As a Enchantress you gain the following class features.

Hit Points

Hit Dice: 1d6 per Enchantress level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Enchantress level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Rapiers, Scimitars, Longbows
Tools: Enchanting Table
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Stone Rapier or (b) Two Stone Scimitars or (c) Stone Scimitar, Longbow and Quiver containing 20 Stone Arrows
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • Two Stone Daggers
  • If you are using starting wealth, you have 4d4x10 iron nuggets in funds.

Table: The Enchantress

Level Proficiency
Bonus
Features Imbuements Potency Enchantments Known
1st +2 Blood of Enchanter, Bladeguard 1 +1 2
2nd +2 Protective Imbuement 2 +1 2
3rd +2 Spellchanter 2 +1 2
4th +2 Ability Score Improvement 3 +1 3
5th +3 Blade Dance 3 +2 3
6th +3 Magic Leeching 3 +2 3
7th +3 Improved Bladeguard 4 +2 4
8th +3 Ability Score Improvement 4 +2 4
9th +4 Potent Enchanter 4 +3 4
10th +4 Unleash the Potential 4 +3 5
11th +4 Zenith 5 +3 5
12th +4 Ability Score Improvement 5 +3 5
13th +5 Spellguard 5 +4 6
14th +5 Improved Magic Leeching 5 +4 6
15th +5 Spirit of Enchanter 5 +4 6
16th +5 Ability Score Improvement 6 +4 7
17th +6 Daemon Dance 6 +5 7
18th +6 Full Potential 6 +5 7
19th +6 Ability Score Improvement 6 +5 7
20th +6 High Zenith 6 +5 7

Blood of Enchanter[edit]

You have descended from a person highly infused with enchanting magic, passing down ability to do so to you innately. Starting from 1st level, you known two enchantments of your choice from the enchantments listed below. during a short rest you can perform a ritual of enchanting on any one nonmagical item you can reach, giving it one or more enchantments of your choice that you know of. Highest level you can apply to the enchantment is shown in potency column of enchantress table. Level of the enchantment determines bonuses it applies to the item or wielder, depending on the nature of the enchantment. Some enchantments are incomapitble with other enchantments, meaning that you can't enchant same weapon with two or more incompatible enchantments simultaneously. You can have number of enchantments active at the same time equal to number shown on imbuement column of enchantress table. When you enchant another weapon when you have active enchantments equal to your imbuement number oldest enchantment dissapears.

Protection (enchants full set of armor): reduce all Slashing, Bludgeoning and Piercing damage dealt to wearer by 1 for each enchantment level. This enchantment is incopatible with Fire Protection and Blast Protection enchantments.

Fire Protection (enchants full set of armor): Reduce all fire damage dealt to wearer by 3 for each enchantment level. This enchantment is incopatible with Protection and Blast Protection enchantments.

Blast Protection (enchants full set of armor): Reduce all Thunder and Bludgeoning damage dealt to wearer by 2 for each enchantment level. This enchantment is incopatible with Fire Protection and Protection enchantments.

Feather Falling (enchants boots): Reduce fall damage dealt to wearer by 10 for each enchantment level. This enchantment is incopatible with Swiftness and Aqua Infinity enchantments.

Swiftness (enchants boots): increase wearer's walking speed by 5ft for each enchantment level. This enchantment is incopatible with Feather Falling and Aqua Infinity enchantments.

Aqua Infinity (enchants boots): Increase wearer's swimming speed by 10ft for each enchantment level, up to 30ft increase. This enchantment is incopatible with Swiftness and Feather Falling enchantments.

Rebreather (enchants helmet or a hat): allows wearer to breathe under water for 1 round for each enchantment level. This enchantment resets when wearer spends at least 10 minutes exposed to fresh air. This enchantment is incopatible with Lenser enchantment.

Lenser (Enchants helmet or a hat): increases wearer's darkvision by 30ft for each enchantment level, up to 120ft increase. This enchantment is incopatible with Rebreather enchantment.


Sharpness (enchants melee weapons): Attack rolls made with this weapon has +1 bonus for each enchantment level, up to +3 bonus to attack rolls. This enchantment is incopatible with Edged, Bane of Antropods and Bane of Undeath enchantments.

Bane of Anthropods (enchants melee weapons): Attack rolls made with this weapon has +2 bonus for each enchantment level when attack targets creature that has ability to create or use webs, up to +6 bonus to attack rolls. This enchantment is incopatible with Edged, Sharpness and Bane of Undeath enchantments.

Bane of Undeath (enchants melee weapons): Attack rolls made with this weapon has +2 bonus for each enchantment level when attack targets undead creature, up to +6 bonus to attack rolls. This enchantment is incopatible with Edged, Sharpness and Bane of Antropods enchantments.

Edged (enchants melee weapons): Damage rolls made with this weapon has +2 bonus and attack rolls made with this weapon has -1 penalty for each enchantment level, up to +6 bonus to damage rolls and up to -3 penalty to attack rolls. This enchantment is incopatible with Sharpness, Bane of Antropods and Bane of Undeath enchantments.

Fire Aspect (enchants melee weapons): This weapon deals 3 additional fire damage for each enchantment level, up to 6 additional fire damage.


power (enchants ranged weapons): Attack rolls made with this weapon has +1 bonus for each enchantment level. enchantment is incopatible with Piercing enchantment.

Flame (enchants ranged weapons): This weapon deals 1 additional fire damage for each enchantment level.

infinity (enchants ranged weapons with ammunition property): Damage rolls made with this weapon has -2 penalty but weapon creates nonmagical piece of ammunitiion whenever it is fired.

Piercing (enchants crossbows): Weapon Attacks have +1 bonus when target is wearing light armor, +2 when target is wearing medium armor, +4 when target is wearing heavy armor and +2 when target is wearing a shield.


You learn more enchantments as you progress through enchantress class, as shown in Enchantments Known Column of Enchantress table. In addition, whenever you finish a long rest you can swap out one enchantment you know with another enchantment you don't know from this list.

Bladeguard[edit]

Starting from 1st level, for each melee weapon you are holding in your hand and in which you are proficient with, you add +1 bonus to your AC. from 7th level, you also add +1 bonus to AC as long as you are wielding a melee weapon in one or both of your hands.

Protective Imbuement[edit]

When you reach 2nd level, your enchanting magic starts to shield you from attacks when you are in possesion of them. For each weapon or item you are holding and for each armor piece you are wearing that is enchanted with Blood of Enchanter Feature, you increase your AC by 1, up to your Charisma Modifier (minimum of 1).

Spellchanter[edit]

Starting from 3rd level, you learn how to transform your enchantments into other powerfull spells. You can voluntarily end all enchantments created by Blood of Enchanter Feature that is affecting one item you can touch, then cast a sorcerer spell that is level equal or less to combined enchantment levels ended. You can't cast higher than 5th level spells this way and you cast chosen spell at its minimum level.


Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Blade Dance[edit]

When you reach 5th level, whenever you take an attack action on your turn you can make one melee weapon attack using a bonus action. You can use this feature number of times equal to your charisma modifier, and you regain all expended uses when you finish a short or long rest.


Magic Leeching[edit]

At 6th level, you become capable of using the magical energy of the spells that target you to empower your own enchantments. Whenever you are targeted by a spell attack or are forced to make a saving throw by a spell, if the spell attack misses or you succeed in the saving throw of a spell you can choose one item that you can touch and that has enchantments created by your Blood of Enchanter Feature and increase level of the one of the enchantments created by your Blood of Enchanter Feature by one level. This level increase lasts for 24 hours or until you finish a short or long rest. You can use this feature number of times equal to your Charisma Modifier (minimum of 1) and you regain all expended uses when you finish a long rest. At 14th level, you can increase level of the one of the enchantments created by your Blood of Enchanter Feature by two levels instead of one when you use this feature.

Potent Enchanter[edit]

When you reach 9th level, your enchantments become more effective. Your enchantments are no longer restrained by bonus limits and penalty limits (for example, Edged enchantment can get bonus of +8 or +10 and increasing penalty to -4 and -5 respectively).

Unleash the Potential[edit]

Starting from 10th level, your control over your enchantments become more tight, giving you ability to unleash all of its might in one single burst. Listed below is reactions, actions and bonus actions you can use with each of the enchantments you imbued in items using your Blood of Enchanter Feature, giving you one time benefit to you. Reactions also feature trigger mechanism, but you can use your action to activate that reaction without the trigger happening.


Protection: As a reaction to taking Slashing, Bludgeoning or Piercing damage, you can remove this enchantment to gain immunity to Slashing, Bludgeoning and Piercing damage until start of your next turn.


Fire Protection: As a reaction to taking Fire damage, you can remove this enchantment to gain immunity to Fire damage for 1 minute.


Blast Protection: As a reaction to taking Thunder or Bludgeoning damage, you can remove this enchantment to gain immunity to thunder damage for 1 minute and immunity to Bludgeoning damage until start of your next turn.


Swiftness: As a bonus action, you can remove this enchantment to propell yourself in a straight line number of feet equal to 10 times enchantment level. If you impact a creature, that creature must make a dexterity saving throw (DC equal to 8+Your Proficiency Modifier+Enchantment Level) or take Bludgeoning damage equal to number of feet left for you to travel maximum distance possible or half that damage on sucess. If you impact the wall then you take Bludgeoning damage equal to number of feet left for you to travel maximum distance possible.


Rebreather: As a reaction to starting to drown, you can remove this enchantment to become able to breathe in water for number of minutes equal to enchantment level.


lenser: As a bonus action, you can remove this enchantment to gain 30ft truesight for number of minutes equal to enchantment level.


Sharpness: As a reaction to dealing damage with this weapon, you can remove this enchantment to deal additional damage equal to five times your enchantment level to the target, damage type being same as the weapon damage.


Bane of Antropods: As a reaction to dealing damage with this weapon to the creature that has ability to create or use webs, you can remove this enchantment to deal additional damage equal to ten times your enchantment level to the target, damage type being same as the weapon damage.


Bane of Undeath: As a reaction to dealing damage with this weapon to the undead creature, you can remove this enchantment to deal additional damage equal to ten times your enchantment level to the target, damage type being Radiant damage.


Edged: As a reaction to scoring critical hit with this weapon, you can remove this enchantment to deal additional damage equal to fifteen times your enchantment level to the target, damage type being same as the weapon damage.


Fire Aspect: As a reaction to dealing damage with this weapon, you can remove this enchantment to deal additional damage equal to six times your enchantment level to the target, damage type being Fire damage.


Power: As a reaction to dealing damage with this weapon, you can remove this enchantment to deal additional damage equal to five times your enchantment level to the target, damage type being same as the weapon damage.


Flame: As a reaction to dealing damage with this weapon, you can remove this enchantment to deal additional damage equal to five times your enchantment level to the target, damage type being Fire damage. Infinity: As an action, you can make five weapon attacks with this weapon, the remove this enchantment.


Piercing: As a reaction to scoring a critical hit with this weapon: you can remove this enchantment to reduce target's AC by bonus given to the triggering attack roll from piercing enchantment for 1 minute.

Zenith[edit]

When you reach 11th level, you gain better understanding of your enchantments and become able to empower them. All enchantments that grant bonus to the roll increase bonus granted by 1, all enchantments that deal additional damage increase damage dealt by 2 and all enchantments that reduce damage taken reduce taken damage by extra 2.

Spellguard[edit]

At 13th level, you become extremily adept at resisting magical spells. You add your charisma modifier to your saving throws made against magical spells and all spell attacks made against you suffer penalty equal to your charisma modifier.

Spirit of Enchanter[edit]

starting from 15th level, you ignore all incopatibilities of your enchantments created by your Blood of Enchanter Feature.

Daemon Dance[edit]

When you reach 17th level, whenever you use your Blade Dance feature you can make three melee attacks using your bonus action, rather than one. In addition, whenever you take an attack action you can make one weapon attack using a bonus action.

Full Potential[edit]

Starting from 18th level, whenever you use your Unleash the Potential feature, you can roll a d20. If you roll a number less or equal to your Charisma Modifier (minimum of 1) then you can use Unleash the Potential Feature without removing the enchantment. Once you sucessfully use this feature, you can't use it again until you finish a short or long rest.

Full Zenith[edit]

When you reach 20th level, you become fully intune with your enchantments and empower them even further.All enchantments that grant bonus to the roll increase bonus granted by number equal to Your Charisma Modifier, all enchantments that deal additional damage increase damage dealt by extra amount equal to Your Charisma Modifier and all enchantments that reduce damage taken reduce taken damage by extra amount equal to Your Charisma Modifier.

Multiclassing[edit]

This Class was NOT DESIGNED for multiclassing, so i advice against allowing your players to use it for multiclassing.

Prerequisites. To qualify for multiclassing into the Enchantress class, you must meet these prerequisites: Dexterity 13, Charisma 13

Proficiencies. When you multiclass into the Enchantress class, you gain the following proficiencies: armor: Light Armor. weapons: Simple Weapons, Rapiers, Scimitars, Longbows. tool: Enchanting Table


0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: