Enchanter, Variant (5e Class)
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- 1 Enchanter
- 1.1 Creating an Enchanter
- 1.2 Class Features
- 1.3 Siren Path
- 1.4 Dancer Path
- 1.5 Enchanter's Spell list
- 1.6 Background
- 1.7 Multiclassing
|“||How beautiful a creature, such a lovely voice and those eyes! I think I have fallen in love. I would follow them to the end of the earth, if they'd allow me!||”|
|—The latest victim of the Enchanter|
Enchanters use charming magic and features to win fights. Born with an other-worldly allure, the mere gaze of an Enchanter can make any creature swoon. Once they've gotten them in the palm of their hand, the Enchanter gets what they want out of their target and leaves without a trace. Over the years they have learned how to use their looks, body, and mind as a means to any end.
Creating an Enchanter
When you are looking to create an enchanter you have to wonder if anyones feelings toward you are ever real. Or if you will ever find true love? If there is someone out there immune to your loveliness? Why do you have so much appeal to others? You see yourself as just an average person and never quite grasp why others fall in love with you just by gazing upon you. Though you don't need to understand to use your power over others, but you will have to decide whether for good or evil.
- Quick Build
You can make an Enchanter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom or Dexterity. Second, choose from Courtesan, Lover, Charlatan, or Sex worker backgrounds or use part of the background made for the class.
As a Enchanter you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Daggers, whips, fans
Tools: Disguise kit, alchemist's kit, thieves' tools or harp
Saving Throws: Charisma,Wisdom
Skills: Persuasion, and choose three other from the following; Deception, History, Investigation, Insight, Perception, Performance, or Sleight of Hand.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Daggers or (b) battle fan or (c) Whip
- (a) leather armor or (b) padded armor
- (a) disguise kit or (b) alchemist kit
- a bag of charcoal and a vial of ink
- a harp
- If you are using starting wealth, you have roll 4d4 x 10 in funds.
|Features||—Spell Slots per Spell Level—|
|3rd||+2||Path of Enchanter||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|5th||+3||Enticing Allure, Charmed Memory, Path Ability||4||2||—||—||—|
|7th||+3||Enchanted Mark Improvement||4||3||—||—||—|
|8th||+3||Ability Score Improvement, Path Ability||4||3||—||—||—|
|10th||+4||Dagger of Charming||4||3||2||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|14th||+5||Enchanted Mark Improvement||4||3||3||1||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
The Enchanted Mark
At 1st level the enchanted mark can drawn on a creature's skin with charcoal, ink, or blood. This feature requires 1 bonus action to complete and the creature must succeed on Wisdom saving throw to resist. If the creature fails you gain a mental link with the creature, charming it. Once you charm it you may gave the creature one word commands (ex. stay, protect, attack "while pointing at person or single object"), creature must hear and see you. This feature can only be broken if the mark is destroyed. Creatures can make a Wisdom saving throw of every other turn to try to gain consciousness and destroy the mark if they're intelligence is equal to or more than yours. You can only do this feature once per long rest. You must create this personalized "mark" in a design that links you to it. What it means and how it links to you is yours to decide.
At 7th level you can give that creature one sentence commands (ex. stay hear and protect camp.) as long as in can hear you. In addition the creature no longer needs to see you to become charmed. This ability no longer has a range and can still only be broken if the mark is destroyed. You can now do this feature twice per long rest.
At 14th level you master the art of combining ink with your blood to tattoo your mark onto a creature making it " permanent" (it can still be destroyed by burning the skin). You must take the time to mix the two substances carefully making only enough ink to make one mark per long rest. It takes 1 action to tattoo your mark onto a willing or unconscious creature. Tattooing your mark onto a creature makes the mental link stronger. The stronger link can now give you the ability to understanding what the mark creature is doing and give it advanced commands mentally. You can now do this feature 3 times per long rest. You are no longer able to be charmed while you have this link.
At 2nd level, touching a willing or unwilling creature can give you "control" of them. The unwilling creature must succeed on a Wisdom saving throw to resist. If it succeeds on the saving throw you can not try this again on that creature. If you gain control, this allows you to cast all your enchanting spells and charisma skills on them without any resistance for 4 rounds. You may only do this feature once per short rest and twice per long rest.
At 5th level, if a creature with a CR less than or equal to one-third your level (rounded up) is immune to the charmed condition and they aren't an undead or construct, they lose their immunity to being charmed by you.
At 5th level, you become able to wipe the memory of you and your companions from your targets mind for an amount of minutes equal to your level x2.
Dagger of Charming
At 10th level, you can now carve your mark into daggers. You can use a bonus action to draw your mark on a dagger. When you hit a creature with a marked dagger, they must also make a Wisdom saving throw as if you've drawn your mark on them. On a failed save, the mark is transferred from the dagger to the creature. Marked daggers deal an extra 1d6 psychic damage whether or not the mark transfers.
At 13th level, all marked creatures are so under your captivating influence that they lower all their guards. Now all attacks made towards marked creatures are at an advantage.
At 20th level you gain the ability to cause a marked creature's enchanted mark to detonate on your command. The mark will explode in a 10 ft radius, dealing 4d8 force damage to all creatures within that range. After using this feature, the mark is destroyed and removed from the marked creature. All creatures damaged by the explosion have to make a Constitution saving throw or be blinded for their next turn. You can use this feature twice, afterwards you cannot use it again until you finish a long rest.
You use your beautiful voice to enchant creatures and invade their minds.
- Siren's Link
When you take this subclass at the 3rd Level, you are capable of hearing everything that marked creatures hear while they are marked
- Siren's lure
At the 6th level, you can sing a lovely song that brings creatures to you. You can use an action to this this song, forcing your choice of marked creatures as well as up to three additional creatures of your choice within hearing range to make a Wisdom saving throw against your spell save DC or become charmed by you for one minute. At the start of each of the affected creatures' turns, they may make another Wisdom saving throw to break free from your song but must move 10 feet in your direction on a failed save. After using this feature, you cannot use it again until you finish a long rest.
- Siren's Mark
At the 8th level, you can use a bonus action to apply your mark onto a creature within 50 feet of you through song. They must be capable of hearing you in order for this feature to take effect.
- Siren's Song
At the 11th level, you can sing an inspiring song to lift the spirits of a creature. You can use an action to sing to a creature, and if you do, they may add a bonus dice to one attack roll, saving throw, or skill check they make within the next minute equal to your Charisma modifier. You may use this feature twice, afterwards you cannot use it again until you finish a long rest.
- Siren's Screech
At the 15th level, you can let out a terrible scream. You can use an action to scream at the top of your lungs, forcing your choice of marked creatures as well as up to two additional creatures of your choice within hearing range to make a Wisdom saving throw against your spell save DC or take 3d8 thunder damage and become deafened. Creatures that fail this saving throw are also stunned for a number of turns equal to half your Charisma modifier (rounded up). After using this feature, you cannot use it again until you finish a long rest.
- Siren's Whispers
At 18th level, you can whisper incantations to a creature within 5 feet of you. They must make a Wisdom saving throw against your spell save DC or become charmed by you, using their action each turn to make a melee attack against a target of your choosing prior to making their movement. They can target themselves if you wish. The charmed target may also make another Wisdom save at the end of each of its turns and end the spell on a success, failing will result in taking 2d6 psychic damage. You may use this feature 3 times, afterwards you can't use it again until you finish a long rest.
Using your beauty to get in close and execute your target.
- Dancer's Connection
When you take this subclass at the 3rd Level, you are capable of seeing everything that marked creatures see while they are marked. You become proficient in stealth, if already proficient you gain expertise.
- Paralyzing Grace
At the 5th Level, you are able to mesmerize even the strongest of wills with just your eyes. You can use an action to look at a creature enticingly, forcing the creature to make a Wisdom saving throw against your spell save DC or become paralyzed until the end of their next turn. Once you use this feature, you cannot use it again until you finish a long rest.
- Dancer's strike
At 8th level you gain the ability to backstab giving you an additional 1d6 die to your attack roll when you attack while stealthed and from behind. You can also disengage from combat after using this ability. You can use this feature once per encounter.
- Weapon Charm
At 11th level you can pick two martial weapons to become proficient with You can also use the Dagger of Charming feature to add your mark to any Finesse weapon in your possession.
- Dancer's Stealth
Starting at 15th level, once per long rest you can meld into the shadows, remaining unseen for a time of hours equal to your Dexterity modifier. Can be noticed by a perception roll of 15+proficiency+ Dexterity modifier.
At 18th level you can pinpoint vital organs causing 3d8 damage with Bleeding Out (5eVarientRule). If done out of combat you can make a stealth check to succeed without being noticed.You can use this once per encounter.
Enchanter's Spell list
- 1st Level
- 2nd Level
- 3rd Level
- 4th Level
- 5th Level
|d8 Personality trait|
|1||I seek love everywhere I look|
|2||I see the good in everyone|
|3||I take care of the people I love|
|4||I enjoy working my magic on others|
|5||I love making new friends|
|6||I am curious and like to explore|
|7||I tire of the attention my gifts give|
|8||I have killed before so I have no issues killing again|
|1||Trust I have been lied to too many times|
|2||Respect I've been looked down on my entire life and do not wish others to feel that|
|3||Kindness I spread kindness when others won't|
|4||Influence More power is always better|
|5||Love My gifts complicate my relationships|
|6||Seduction The power of me gifts are just too tempting|
|1||My family was mistreated|
|2||I was alone all my life|
|3||I thank my God/Goddess for my gifts|
|4||My first love shattered my heart|
|5||My master/mistress taught me everything I know|
|6||My mother is a harlot and I do not wish to follow her path|
|1||My beauty has gone to my head and I am very arrogant|
|2||I have always gotten my way and believe I always should|
|3||I don't believe I will ever be good enough|
|4||I am never serious, I always crack a joke in every situation|
|5||I prefer to work alone|
|6||I believe my gifts are a curse|
|7||I ignore others feelings if they aren't about me|
|8||I am annoyed by any request made of me|
Prerequisites. To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 Charisma.
Proficiencies. When you multiclass into the enchanter class, you gain the following proficiencies: light armor, proficiency with one skill from the enchanter list.
- D&D 5e SCAG p.155
- D&D 5e SCAG p.165
- D&D 5e SCAG p.167