Enchanter, Variant 2 (5e Class)

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Enchanter[edit]

Enchanters are known for their many beneficial magics, granting powerful abilities to their allies, and detrimental debuffs to their enemies. An enchanter or enchantress often brings many things to a party, with their powerful protective magic. And even though their offensive power is lack-luster at best, the aid, strength, and fortitude they grant to their allies makes them a force to be reckoned with. Many enchanters are of fey descent, but other more specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are in tune with their fiendish blood, calling forth harsh inferno magics and trading out supportive power for deadly spells, enchanting their own spells to deal massive effects. Whatever an enchanters niche, there's no doubting they'll always be a solid and reliable member to have in any well-rounded group.


Creating an Enchanter[edit]

The enchanter is intended to act as purely a support class. (With the exception of it's subclass The Inferno Fiend) The base class has access to very little damaging spells and features, in-trade for a wide variety of healing and utility spells, along with a skill set focused on buffing as many allies as possible and debuffing as many hostiles as possible. The class is subject to change if balance is a problem.

Quick Build

You can make an enchanter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Sage background. Third, choose ranged weaponry.

Class Features

As a Enchanter you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History

Equipment

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

  • (a) a component pouch or (b) an arcane focus
  • (a) a hand crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer's pack or (b) a scholar's pack
  • If you are using starting wealth, you have 3d4*10gp in funds.

Table: The Enchanter

Level Proficiency
Bonus
Features Mythic Sparks Cantrips Known Spells known Techniques Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Mythic Descent - 3 5 - 2
2nd +2 Mythic Techniques, Mythic Spark 3 3 5 1 3
3rd +2 Quick Wit 6 4 6 2 4 2
4th +2 Ability Score Improvement 12 4 6 2 4 3
5th +3 Spirit Guardian 20 5 7 3 4 3 2
6th +3 Mythic Descent Feature 24 5 7 3 4 3 3
7th +3 Enchanted Dance 24 6 8 3 4 3 3 1
8th +3 Ability Score Improvement 30 6 9 3 4 3 3 2
9th +4 30 7 10 4 4 3 3 3 1
10th +4 Mythic Descent Feature 30 7 11 4 4 3 3 3 2
11th +4 Double Down 36 8 12 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 36 8 13 4 4 3 3 3 2 1
13th +5 36 8 14 4 4 3 3 3 2 1 1
14th +5 Mythic Descent Feature 40 8 15 5 4 3 3 3 2 1 1
15th +5 Hover 40 8 16 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 40 8 17 5 4 3 3 3 2 1 1 1
17th +6 40 8 18 5 4 3 3 3 2 1 1 1 1
18th +6 Mythic Descent Feature 46 8 19 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 46 8 20 6 4 3 3 3 3 2 1 1 1
20th +6 Favor of the Ancients 50 8 22 6 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.

Cantrips

At 1st level, you know 3 cantrips of your choice from the Enchanter spell list. You learn additional enchanter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Enchanter table.

Ancient Spells

At 1st level, you know 5 1st level spells passed down by ancestral knowledge, and as you grow more connected to your ancestral background you unlock more spells passed down to you by the voices of the precursors.

Casting Spells

The enchanter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


Spellcasting Ability

Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Mythic Descent[edit]

At 1st level, you choose a Mythic Descent. Choose between the ones listed in Ancestries. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.

Mythic Spark[edit]

At 2nd level you gain a ring of mythic sparks. You have 3 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized shards of energy that gently float within 5-feet of you, they're intangible and immune to all damage, their appearance is that of a small gem or crystal, they can only be touched or held by you and creatures you choose, all other attempts to interact with them by other creatures simply phase through them. Mythic sparks are the root of the enchanters powers and can even be used to empower themselves and their allies, in addition to uses mentioned by your class features, you can spend mythic sparks in the following ways:

Empower

As an action you can expend a number of mythic sparks up to your Spell Modifier and fuse the sparks' energy into yourself or a willing creature, the creature may then add half your Spell Modifier per each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the spark's strength fades.

Alleviate

As an action you can expend a number of mythic sparks up to your Spell Modifier , turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to half your Spell Modifier per each mythic sparks expended when they enter the area for the first time, and halfed again thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You regain all expended mythic sparks when you finish a long rest.

Mythic Techniques[edit]

At 2nd level you gain 1 Mythic Techniques of your choice. When you gain certain enchanter levels, you gain additional techniques of your choice, as shown in the Techniques Known column of the enchanter table. Your technique options are detailed at the end of the class description.
Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique that you could learn at that level.
If a mythic technique has prerequisites, you must meet them to learn it. You can learn the technique at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Quick Wit[edit]

At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Ability Score Increase[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.

Spirit Guardian[edit]

At 5th level, your ancestors provide you with a spirit guardian of the old, this spirit guardian takes form as a small forest critter, and gains a flying speed of 30-feet, this spirit is immune to all damage. but can be dispelled by Dispel Magic. Anyone who can see or hear the critter is aware that it is intangible.

The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. The creature takes the form of any beast with a size of medium or smaller (Rabbit, fox, cat, badger, ferret, jackal, deer, scorpion, raven, wolf, etc.) The creature is instantly teleported to any unoccupied space within 5-feet of you if it goes more than 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.

When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.

It lasts for 2 hours unless dispelled or sent away. You can only summon the spirit once per long rest.

Enchanted Dance[edit]

When you reach 7th level, as a reaction, you can manipulate an enemies body up to 60 ft to change the target of an attack. You can do this as many times as your spell modifier before needing a long rest.

Double Down[edit]

At 11th level, when you cast a spell or cantrip, as a bonus action you can spend a number of mythic sparks equal to the spell’s level (minimum 1) to cast the spell again on a different target without expending a spell slot. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. For example, daylight and magic missile aren’t eligible, but banishment and spare the dying are.

Hover[edit]

At 15th level, the ancestors unbind your spirit from the weight of the material plane. You can traverse difficult terrain as if it were normal terrain, you can not be detected by tremor sense and your speed increases by 5 feet. Additionally you can use Alleviate and Empower as a bonus action.

Favor of the Ancients[edit]

At 20th level, you’ve proven yourself worthy and impressed your ancestors by reaching the highest rank possible amongst the ancients, and they grant you one final gift, unbinding your soul. You have advantage on death saving throws, and you become immune to the frightened, charmed, blinded, deafened and stunned conditions.

Ancestries[edit]

Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect

The Inferno Fiend[edit]

Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.

Fiery Magic

Add your wisdom bonus to the damage of any spells you cast that deal fire damage.

Expanded Spell List

The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.

Level Spells
Cantrip control flames, produce flame.
1st level burning hands, hellish rebuke.
2nd Aganazzar’s scorcher, heat metal.
3rd fireball, Melf’s minute meteors
4th fire shield, wall of fire.
5th flame strike, immolation.
Low Flame

At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away.

Conflagration

At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.

Set Ablaze

At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 mythic sparks to choose one of the targets affected by the spell, and engulf them in magical flames, the flame remains until they or another creature uses an action to put it out, or until dispelled. While ablaze the creature takes fire damage equal to your enchanter level at the start of each of it's turns. Additionally you gain resistance to fire damage.

Scorched Rings

At 14th level, when you cast a spell of 1st level or higher that deals fire damage, you can spend 4 mythic sparks to cause a raging inferno to flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there.

Hellfire Curse

At 18th level, as an action you may spend from 1 to 6 mythic sparks to place a hellfire curse that lasts 1 minute on up to 3 creatures that you can see within range. Until the curse ends, you deal an extra 1d8 fire damage to the target for each mythic spark expended whenever you deal damage to it and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.

The Fey Trickster[edit]

The illusive and tricky descendants of The Fey Trickster's are masters of illusion and talented evasive casters, typically landing a blow on one often means you've likely hit an illusion. In fact they may not even be fighting you in the first place.

Fey Magic

You gain advantage on rolls made to avoid detection and your magic can not be magically detected.

Expanded Spell List

The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.

Level Spells
Cantrip mind sliver, minor illusion.
1st level disguise self, distort value.
2nd blur, mirror image.
3rd hypnotic pattern, major image.
4th greater invisibility, hallucinatory terrain.
5th dream, mislead.
Switchcraft

At 1st level you learn the art of switchcraft, when casting an Enchanter spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to the spells level. This cost is halved for Illusion spells (rounded up.)

Quick Step

At 6th level you can cast misty step without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.

Alter Mind

At 10th level, as an action, using mind tricks and flickers of arcane you can attempt to confuse a creature and weaken its perception of reality, the target must make an Intelligence saving throw against your spell save DC, if the target fails you inflict them with one of the following effects of your choice:

  • The target automatically fails all perception or investigation checks for a minute.
  • You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.
  • You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.
  • The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.
  • The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.

You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.

Scoundrel's Magic

At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.

Echoes of the Trickster

At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel.

When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.

As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled.

When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.

The Spirit Warden[edit]

The descendants of The Spirit Warden are strong hardy individuals, they protect those who can not protect themselves, and often seeing one either means the world is at peace or there is great conflict arising. They give their all in an effort to shield the innocent from the forces of dark, and have been standing tall as guardians of the people for centuries.

Spirit Magic

Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.

Expanded Spell List

The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.

Level Spells
Cantrip blade ward, resistance.
1st level armor of Agathys, heroism.
2nd aid, enthrall.
3rd beacon of hope, crusader’s mantle.
4th banishment, sickening radiance.
5th hallow, wall of force.
Spirit Barrier

At 1st level, your ancestors encompass you in a powerful spirit barrier invisible to the untrained eye. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.

Faithful Guardian

At 6th level, your bond with your allies has become powerful, your ancestors manifest as a transparent spirit guardian in combat, and attempt shield your allies from harm. At the end of a long rest you may ward yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.

Unbreakable

At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.

Strength of the Warden

At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.

Glancing Blow

At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.

The Mystic Dancer[edit]

Style and grace, the mystic dancer brings not only joy and cheer, but powerful magic. Not as fragile and much more mobile than other enchanter descendants, the mystic dancer steps in tune to their ancestors rhythm. Never missing a beat.

Mystic Magic

Your speed increases by 10-feet while you are not wearing armor or wielding a shield.

Expanded Spell List

The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.

Level Spells
Cantrip dancing lights, friends.
1st level jump, longstrider.
2nd pass without trace, spider climb.
3rd haste, slow.
4th charm monster, freedom of movement.
5th dominate person, far step.
Expert Tempo

At 1st level, choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.

Mystic Inspiration

At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.

Dance of the Ancients

At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.

  • Step of the Wind: The target's walking speed and jump distance are doubled.
  • Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.
  • Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.
  • Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.
Mystic Step

At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast haste without expending a spell slot, casting the spell in this way has the following effects:

  • The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)
  • Your spirit guardian can ignore its usual restrictions when concentrating on this spell.
Rhythmic Continuity

At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)

  • Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on Strength checks and Strength saves.
  • Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on Dexterity checks and Dexterity saves.
  • Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on Constitution checks and Constitution saves.
  • Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on Charisma checks and Charisma saves.
  • Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on Wisdom checks and Wisdom saves.
  • Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on Intelligence checks and Intelligence saves.

The Seed Mother[edit]

The descendants of The Seed Mother were peaceful nature beings with connections to the forest rivaled only by druids. Although not as spiritually bound to the creatures of the wild as they are. They were much more linked to the forest, tending to the trees and plants so that they may grow strong and one day aid them in their time of need.

Nature Magic

Summoned creatures gain temporary hit points equal to half your Enchanter level.

Expanded Spell List

The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.

Level Spells
Cantrip druidcraft, shillelagh.
1st level entangle, goodberry.
2nd barkskin, spike growth.
3rd conjure animals, plant growth.
4th conjure woodland beings, grasping vine.
5th commune with nature, wrath of nature.
Photosynthesis

At 1st level vines sprout from your fingernails and skin, and grow along your body, they nourish your skin and provide you benefits while in bright sunlight, when you roll hit dice and you are in bright sunlight you gain a bonus to the number of hit points recovered equal to your enchanter level times the number of hit dice rolled. In addition, as an action, you can recover a number of hit points equal to your level if you are in bright sunlight. You can recover hit points using this feature a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.

Aditionally, at 2nd you learn the spell Summon Beast and can cast it without expending a spell slot by expending 1 mythic spark, increasing the spells level by 1 for every 2 additonal mythic sparks expended up to a maximum of 5 mythic sparks. This spell does not count towards your number of known spells in the Spells Known column of the Enchanter table.

Woodland Awakening

At 6th level, when you cast a spell to summon a creature, any creatures summoned gain the plant creature type, as they become extensions of nature and the forest, for example if the spell summon lesser demons was cast, the demons summoned would gain the plant creature type, and appear as awakened plant-life.

Additionally, you learn one of the following spells: Summon Fey, Summon Lesser Demons, Summon Shadowspawn or Summon Undead. You can choose an additional spell from this list to learn at 10th level. These spells does not count towards your number of known spells in the Spells Known column of the Enchanter table.

Sprout

At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.

The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.

You learn two additional spells at 14th level and again at 18th level.

Overgrowth

At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a Strength saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.

Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less.

Nature's Fury

At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.

The Astral Aspect[edit]

The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.

Astral Magic

When expending a spell slot of any level, you regain 1 mythic spark.

Expanded Spell List

The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.

Level Spells
Cantrip word of radiance, shape water.
1st level silvery barbs, guiding bolt.
2nd moonbeam, wither and bloom.
3rd daylight, magic circle.
4th gravity sinkhole, sickening radiance.
5th summon celestial, dawn.
Stitch the Flesh, Sew the Wound

At 1st level, It is said that the threads of Starweave are pulled from the cosmos. You pull these "strands of fate" into a physical, magical substance, and they can even use these threads to influence their own destiny or the destiny of others with magical means. You gain proficiency in the Medicine skill if you did not have it already. If you already had proficiency in this skill, your bonus is doubled.

Strands of the Stars

As an action, you can expend 4 mythic shards to link two creatures' ( allies or enemies ) destinies together. For the next minute, when one of the linked creatures takes damage, the other creature takes half of that damage as well. This does not transfer any other effects that might accompany the damage.

Veil of Stars

At 10th level, you have learned how to pluck at the strands of fate themselves. As an action, you can force a creature that you can see within 60 ft. of you to make a Charisma saving throw. On a failure, the creature suffers disadvantage on all rolls until the end of your next turn. Once you’ve used this feature, you cannot do so again until you have completed a short or long rest.

Astral Protection

At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn.

Celestial Storm

At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on yourself or your star, the storm lasts for 1 minute and requires concentration from you or your spirit guardian. The storm creates the following effects:

  • Each creature on the ground in the area at the start of your turn must make a Strength saving throw. On a failed save, the creature is knocked prone.
  • Each creature airborne in the area must make a Dexterity saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.
  • The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.
  • Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.

Mythic Techniques[edit]

Beast Tamer

You gain the ability to cast Speak with Animals at will, without expending a spell slot.

Baton Pass

Your selfless nature inspires you to find new ways to bend spells, in your best effort to aid your allies, you can cast any spell with a range of "self" as a touch spell on a willing creature.

Extended Hand

Your helpful nature incite's your ancestors to give you aid, lending you their hands to extend specific spells beyond their own limitations, spells with a range of "touch" have their range increased by 15-feet.

Famished Soul

You no longer need to eat or drink. And the time it takes you to finish a long rest is halved.

Improved Alleviate

You alleviate heals for 2 hit points per mythic spark expended instead of 1.

Lift of Akadi

Your weight is halved. And you can cast jump at-will without expending a spell slot.

Mending Recovery

Any magical healing you give or receive gains one additional die of healing.

Mythic Dodge

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, or half damage on a failure.

Mythic Escape

You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level)

Restore Magic

At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.

Sundry Duty

If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: Scorching Ray, Guidance, Teleport) The additional creature being targeted can not be yourself.

Quick Feet

Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement.

Strand of the Guiding Star

Whenever you or an ally within 60 feet misses an attack roll or fails an ability check, you can expend a Star Strand to reroll the d20, taking the new result. Once you use this feature, you can't use it again until you finish a short or long rest.

Strand Snare

As an action, you can cast out a Star Strand to try and entangle an enemy within 30 feet. The target must succeed on a Dexterity saving throw against your enchanter spell save DC or be restrained. The target can use its action to attempt a Strength check against your enchanter spell save DC to break free.

Celestial Bridge

Prerequisite: 5th level Enchanter As an action, you can lay out a Star Strand, creating a tangible bridge up to 40 feet long. This bridge can be used by you and your allies and lasts until the end of your next turn.

Strand Shield

Prerequisite: 7th level Enchanter As a reaction to you or an ally within 30 feet taking damage, you can weave a Star Strand shield to absorb some of the damage. The damage is reduced by 2d6.

Astral Marionette

Prerequisite: 12th level Enchanter As an action, you wrap a creature in Star Strands, manipulating its movements. Choose a creature within 30 feet. It must succeed on a Wisdom saving throw against your enchanter spell save DC or you control its next movement on its turn.

Strand of Cosmic Revelation

Prerequisite: 15th level Enchanter By focusing on a Star Strand, you can glimpse into the future. This works similarly to the "Divination" spell, where you ask a single question concerning a specific goal, event, or activity to occur within 7 days. Once you use this technique, you can't use it again until you finish a long rest.

Strand of the Searing Star

Prerequisite: 8th level Enchanter When you hit a creature with a melee attack, you can wrap a burning Star Strand around them, causing the target to take an extra 2d6 radiant damage and become illuminated, shedding bright light in a 10-foot radius and dim light for an additional 10 feet until the end of your next turn.

Stellar Stitching

As an action, you can use a Star Strand to mend broken objects or stitch wounds. This acts similarly to the "Mending" spell but can also heal a creature for 1d4 hit points. This healing increases to 2d4 at 10th level, 3d4 at 15th level, and 4d4 at 20th level.

Constellation Chains

Prerequisite: 12th level Enchanter As an action, you can create chains made of Star Strands to bind a creature. The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained in this way, the creature takes 2d6 radiant damage at the start of each of its turns.

Strand of the Shooting Star

As an action, you whip a Star Strand towards the sky, calling down a small meteor to a point you can see within 100 feet. Each creature in a 10-foot radius of the impact must make a Dexterity saving throw, taking 3d10 bludgeoning damage and 2d10 fire damage on a failed save, or half as much damage on a successful one.

Cosmic Cat's Cradle

Prerequisite: 16th level Enchanter As an action, you weave the Star Strands into intricate patterns, creating illusions to distract and confound your enemies. All creatures of your choice within a 30-foot radius must make an Intelligence saving throw or be incapacitated until the end of your next turn, lost in the mesmerizing patterns.

Strand of the Guardian Star

As a bonus action, you attach a Star Strand to an ally. The next time they would drop to 0 hit points within the next minute, they instead drop to 1 hit point.

Galactic Resonance

Prerequisite: 16th level Enchanter As an action, you play the Star Strands like an instrument, producing a harmonious melody. All allies within 60 feet regain hit points equal to 2d8 + your Intelligence modifier.

Cosmic Conduit

As an action, you bind yourself with an ally using a Star Strand. For the next minute, whenever you cast a spell of 1st level or higher, the bound ally gains temporary hit points equal to the level of the spell cast.

Starfall Cascade

Prerequisite: 18th level Enchanter As an action, you summon a shower of tiny luminous star strands from the sky, enveloping a 20-foot radius area. Allies within this area at the start of their turn are cleansed of one level of exhaustion, one poison effect, or one disease effect.

Temporal Weave

Prerequisite: 12th level Enchanter As a bonus action, you can touch a creature with a Star Strand, slightly adjusting their position in the timeline. For the next round, any attack rolls against that creature have disadvantage.

Strand of Potentiality

Prerequisite: 18th level Enchanter As an action, you touch a creature with a Star Strand, unlocking a potential timeline. The creature gains one additional action on its next turn.

Enchanter Spell List[edit]

You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.

Cantrips

Encode thoughts, guidance, light, mage hand, magic stone, message, prestidigitation, spare the dying, thaumaturgy.

1st Level

Absorb Elements, alarm, bane, bless, cause fear, ceremony, color spray, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, find familiar, floating disk, fog cloud, grease, healing word, identify, illusory script, mage armor, protection from evil and good, purify food and drink, sanctuary, shield.

2nd Level

Arcanist’s magic aura, augury, binding pact, blindness/deafness, crown of madness, darkness, darkvision, detect thoughts, enhance ability, faerie fire, find steed, find traps, flock of familiars, gentle repose, gift of gab, hold person, invisibility, knock, lesser restoration, locate object, mental barrier, prayer of healing, ray of enfeeblement, rope trick, see invisibility, skywrite, suggestion, thought shield, web, wristpocket, zone of truth.

3rd Level

bestow curse, catnap, clairvoyance, counterspell, create food and water, daylight, dispel magic, fast friends, fear, feign death, fly, glyph of warding, incite greed, intellect fortress, life transference, mass healing word, protection from energy, remove curse, revivify, sending, spirit shroud, Tiny Hut, tongues, wall of sand, water breathing, water walk, wind wall.

4th Level

Arcane eye, compulsion, confusion, death ward, dimension door, divination, dominate beast, ego whip, find greater steed, guardian of nature, locate creature, polymorph, private sanctum, secret chest, shadow of moil.

5th Level

Antilife shell, awaken, commune, contact other plane, creation, dispel evil and good, greater restoration, hold monster, legend lore, mass cure wounds, modify memory, passwall, planar binding, reincarnate, scrying, skill empowerment, telekinesis, telepathic bond, teleportation circle.

6th Level

Arcane gate, contingency, create homunculus, create undead, find the path, flesh to stone, globe of invulnerability, guards and wards, heal, magic jar, mass suggestion, planar ally, soul cage, true seeing, wall of ice, wind walk, word of recall.

7th Level

create magen, divine word, etherealness, forcecage, magnificent mansion, resurrection, temple of the gods.

8th Level

Animal shapes, antimagic field, antipathy/sympathy, control weather, dominate monster, feeblemind, mighty fortress, power word stun, telepathy.

9th Level

Astral projection, foresight, gate, mass heal, mass polymorph, power word heal, shapechange, true polymorph, true resurrection, wish.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 Wisdom

Proficiencies. When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons

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