Enchanter (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.

The Wisp Who Bid Willow's Will[edit]

A brawny elfish man and a frail human woman stood backed into a corner, stuck between a fence and a horde of hungry man eating ogres, the man turns to his wife to bid her farewell, when suddenly a sparkle of hope rings in his ear, and he knows his legacy is not over yet. He takes a stand, wielding strength he knows is not his own. He cuts down every last ogre one by one till their hearts beat no more, and turning to his wife, embracing her to apologize to her for the nightmares she'll forever be haunted by, for their daughter's blood-stained clothes still in the teeth of one of the now de-collated ogre's skulls, the fresh crimson scent horrifying the poor woman. He looks to the skies and speaks "Oh great being who gave me your blessing, my wife and I thank you for saving us from such horrible demise." When suddenly he hears foot steps, he turns to see a short fey woman, covered in vines. A small wolf cub by her side carrying a medal in its muzzle, made of an arcane wood, with a vine necklace and a small blue crystal in it's center. She takes the medallion from her canine companion and steps forwards "No Lumigar, that strength was not mine, nor am I a being any greater than you, a simple halfling I am... I gave you no strength, but purely the courage to draw your sword and believe in yourself..." And as she hands him the wooden framed crystal, the man watches it shine, and the daughter he loved dearly, reborn yet still as pure as ever, returned to the mothers arms, and before he could turn to thank the spirit. She was gone without a trace, leaving the man and his wife to live alone... In peace.

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, Wisdom should be your highest ability score, followed by Dexterity. 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 5 4 6 1 4 2
4th +2 Ability Score Improvement 7 4 6 1 4 3
5th +3 Spirit Guardian 9 5 7 2 4 3 2
6th +3 Mythic Descent Feature 10 5 7 2 4 3 3
7th +3 11 6 8 2 4 3 3 1
8th +3 Ability Score Improvement 12 6 9 3 4 3 3 2
9th +4 13 7 10 3 4 3 3 3 1
10th +4 Mythic Descent Feature 15 7 11 3 4 3 3 3 2
11th +4 Double Down 16 8 12 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 18 8 13 4 4 3 3 3 2 1
13th +5 19 8 14 4 4 3 3 3 2 1 1
14th +5 Mythic Descent Feature 21 8 15 5 4 3 3 3 2 1 1
15th +5 Hover 22 8 16 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 24 8 17 5 4 3 3 3 2 1 1 1
17th +6 25 8 18 6 4 3 3 3 2 1 1 1 1
18th +6 Mythic Descent Feature 27 8 19 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 28 8 20 6 4 3 3 3 3 2 1 1 1
20th +6 Favor of the Ancients 30 8 22 7 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 proficiency bonus and fuse the sparks' energy into yourself or a willing creature within 60 feet, the creature may then add double the number of mythic sparks expended to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the spark's energy fades.

Additionally, when you reach 7th level, you can use Empower as a reaction when a creature within range makes an attack roll, ability check, saving throw, or damage roll. The target must be the one who triggered this effect.

Alleviate

As an action you can expend a number of mythic sparks up to your proficiency bonus, 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 within range regain hit points equal to 1d4 + your spellcasting ability modifier per mythic spark expended. At the end of your turn, the mist begins to linger in the air for a number of rounds equal to your proficiency bonus, and allied creatures regain hit points equal to the number of mythic sparks expended whenever they enter the mist for the first time on their turn or start their turn within 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. Anyone who can see or hear the critter is aware that it is intangible.

The spirit shares your initiative and 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.

Upon reaching 9th level, when a spell or effect requires concentration from you, your spirit guardian is capable of holding concentration instead. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. You make concentration checks as normal to maintain concentration with your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are holding concentrating simultaneously.

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

You can add your Wisdom modifier to the damage of any spells you cast that deal fire damage.

Expanded Spell List

The Inferno Fiend lets you learn additional spells when you reach certain levels in this class, as shown on the table below. Each spell counts as an enchanter spell for you, and it doesn’t count against the number of enchanter spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain an enchanter level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be one that deals fire damage from the sorcerer, warlock, or wizard spell list.

Level Spells
Cantrip control flames, produce flame.
1st 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 an action or bonus action you can expend 1 mythic spark to summon a floating mote of flames in an unoccupied space you can see within 60 feet. The mote is intangible and stays ignited for up to 8 hours before fizzing out. When you gain the Spirit Guardian feature at 5th level, your motes can benefit from the feature, additionally shedding bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action on your turn, or when you summon a mote with your action, you can make a ranged spell attack from an existing mote's location against a target you can see within 60 feet of the mote. On a hit the mote deals [1d8 + your spell casting modifier] fire damage, whether you hit or miss the mote is destroyed. The mote's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You can summon a number of motes up to your proficiency bonus at time and if you summon a new mote while your maximum number of motes exists, the oldest one is destroyed. When a mote is destroyed you regain 1 mythic spark.

Conflagration

At 6th level when you cast a damaging spell of 1st level or higher you can spend up to 5 mythic sparks to reroll a number of the spell's damage dice equal to twice the mythic sparks expended, replacing the lowest rolls with the highest ones.

Additionally when a spell you cast deals fire damage in an area of effect, it destroys any motes of flame it comes into contact with. The mote explodes, dealing it's damage to any creature within the triggering spells area of effect.

Set Ablaze

At 10th level when you deal damage to a creature with a mote or damaging spell that deals fire damage, you can spend up to 5 mythic sparks to choose one of the targets damaged, and engulf them in magical flames, the flame remains for a minute, until they or another creature uses an action to put it out, or until dispelled. While ablaze the creature takes fire damage equal to twice the number of mythic sparks expended at the end of each of it's turns. Additionally you gain resistance to fire damage.

Scorched Circles

At 14th level, when you deal damage to a creature with a mote, you can spend up to 5 mythic sparks to cause a raging inferno to flare up in 15-foot radius in an unoccupied space of your choice within 30 feet of the mote, destroying any motes in it's radius and increasing it's own damage by the destroyed motes damage, the inferno lasts until the end of your next turn. A creature takes fire damage equal to three times the mythic sparks expended plus your spellcasting modifier when it enters the area for the first time or starts its turn there.

Hellfire Curse

At 18th level, as a bonus action you can expend up to 5 mythic sparks to place a hellfire curse that lasts for 10 minutes on a creature that you can see within range, requiring your concentration. For the duration of the curse, you deal an extra 1d8 fire damage to the target for each mythic spark expended whenever you deal fire damage to it, and if the target is immune to fire damage it instead becomes resistant to fire damage. 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 the curse to 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 learn additional spells when you reach certain levels in this class, as shown on the table below. Each spell counts as an enchanter spell for you, and it doesn’t count against the number of enchanter spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain an enchanter level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the bard, warlock, or wizard spell list. If the replacement spell can deal damage and is not on the enchanter spell list, the target is considered resistant to the spell's damage.

Level Spells
Cantrip mind sliver, minor illusion.
1st 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 Slip

At 6th level, when can cast the spell misty step, you can do so without expending a spell slot by expending 1 mythic spark. Additionally, when you are the target of an attack roll or Dexterity saving throw against an effect that you can see or hear, you can cast misty step as a reaction. When you cast the spell using mythic sparks, if you are out of range of the attack or effect afterwards, it resolves as if you were not targeted.

Each time you cast misty step using this feature, the mythic spark cost is increased by 1 until the end of your next long rest.

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 learn additional spells when you reach certain levels in this class, as shown on the table below. Each spell counts as an enchanter spell for you, and it doesn’t count against the number of enchanter spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain an enchanter level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an evocation spell from the cleric, paladin, or warlock spell list. If the replacement spell can deal damage and is not on the enchanter spell list, the target is considered resistant to the spell's damage.

Level Spells
Cantrip blade ward, resistance.
1st 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 armor class equals 10 + your Wisdom 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. At 10th level you gain an additional resistance of your choice when you finish a long rest.

Faithful Guardian

At 6th level, your bond with your allies has become powerful, your ancestors manifest as a semi-transparent ward in combat, shielding 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. The warded creatures gain the resistances granted by your Spirt Barrier feature until the end of your next long rest.

In addition, when a creature you can see within 10 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. This range is increased to 30 feet for any creature that is warded.

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 Guardian

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

Glancing Blow

At 18th level, any critical hit against you becomes a normal hit, and when you have remaining temporary hit points, any damage you take is reduced by an amount equal to half your enchanter level (to a minimum of 1).

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 and your jump distance triples while you are not wearing armor or wielding a shield.

Expanded Spell List

The Mystic Dancer lets you learn additional spells when you reach certain levels in this class, as shown on the table below. Each spell counts as an enchanter spell for you, and it doesn’t count against the number of enchanter spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain an enchanter level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or a transmutation spell from the bard, sorcerer, or warlock spell list. If the replacement spell can deal damage and is not on the enchanter spell list, the target is considered resistant to the spell's damage.

Level Spells
Cantrip dancing lights, friends.
1st 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 proficiency bonus, expending the amount as though you only targeted one.

Mystic Inspiration

At 6th level, when you roll initiative your movement inspires those around you, allies feel invigorated by your rhythm and movement, until the end of combat when creatures you choose start their turn within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus.

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.

When you finish a long rest you can choose one of these dances, allowing you to preform it without expending any mythic sparks once before the end of your next long rest.

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 armor class, 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 it gains advantage on Constitution checks and Constitution saves.
  • Allure - The target adds your spellcasting modifier to the damage rolls of their ranged 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.

When you finish a long rest you can choose one of these advanced dances, allowing you to preform it without expending any mythic sparks once before the end of your next long rest.

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. Additionally you gain the plant creature type.

Expanded Spell List

The Seed Mother lets you learn additional spells when you reach certain levels in this class, as shown on the table below. Each spell counts as an enchanter spell for you, and it doesn’t count against the number of enchanter spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain an enchanter level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must either summon creatures or be a spell from the druid spell list. If the replacement spell instantaneous damage and is not on the enchanter spell list, the target is considered resistant to the spell's damage.

Level Spells
Cantrip druidcraft, shillelagh.
1st 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 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. In addition, as an action, you can expend a hit dice to recover a number of hit points equal to your level while 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, 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.

Woodland Awakening

At 6th level, you learn the spell Summon Beast and can expend a usage of photosynthesis to cast it at your highest slot level without expending a spell slot. This spell does not require concentration when cast this way but ends when you cast it again.

Additionally, as an action you can take on a woodland form, increasing your size by one category. This change lasts until you choose to end this effect on your turn (no action required.)

Sprout

At 10th level, when you can call forth the forces of nature, you can bring life to additional seedlings. When you summon creatures through a spell or class feature, you can summon one additional creature within the spells criteria with a challenge rating equal to half the summoned creatures challenge rating or less.

Overgrowth

At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. Additionally, as an action you can expend 5 mythic 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.

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 6th level or lower, you regain a number of mythic sparks equal to half the spells level (to a minimum of 1).

Expanded Spell List

The Astral Aspect lets you learn additional spells when you reach certain levels in this class, as shown on the table below. Each spell counts as an enchanter spell for you, and it doesn’t count against the number of enchanter spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain an enchanter level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or a necromancy spell from the cleric, ranger, or warlock spell list. If the replacement spell deals damage of any type other than radiant or necrotic damage, the target is considered resistant to the spell's damage.

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

At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian feature at 5th level, you can choose to have the star gain the benefits of the feature, treating it as your spirit guardian.

When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.

As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. An allied creature is embraced by the warmth of it's light, being granted 1d10 temporary hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A hostile creature is assaulted by the shining rays and must make a con saving throw when it ends its turn in the stars radius or enters it for the first time on it's turn, being blinded until the end of its next turn on a failed save. Once you reach 5th level the star deals radiant damage equal to half your enchanter level on a failed saved or half as much damage on a successful one. The stars radius and temporary hit points granted increase when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10).

The star's size increases by 1d4+2 inches when you gain a level in this class.

Cosmic Wall

At 6th level, as an action, you can expend 4 mythic sparks, manifesting a wall of cosmic energy in any unoccupied space within 30-feet of you, the wall has the following attributes:

The wall has a number of hit points equal to 5 times your enchanter level and the walls AC is equal to [10 + your Wisdom modifier + your proficiency bonus]. The wall is up to 10-feet wide and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.

  • Sun: The wall gains resistance to non-magical slashing damage. A creature can choose to pass through the wall, taking radiant damage equal to double your enchanter level when it does.
  • Tide: The wall gains resistance to non-magical piercing damage. A creature attempting to pass through the wall must make a Dexterity saving throw against your spell save DC, on a failure the creature is pushed back 5 feet and knocked prone.
  • Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.
  • Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one.

The wall lasts for a minute or until it is destroyed.

Veil of Stars

At 10th level, when you would force a creature to make a saving throw via a spell or magical effect, you may choose a number of affected targets up to your proficiency bonus, making them immune to the spell or features negative effects. If the effect is a spell, they become heavily obscured until the start of they're next turn.

Astral Protection

At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet of your star taking damage from a spell or magical effect, you can expend 5 mythic sparks to absorb the energy into your star. The target takes no damage and if the effect absorbed is a spell, the target regains a number of hit points equal to double the spell's level. You can target a number of creatures up to your Wisdom modifier, expending 3 mythic sparks for each additional target beyond the first.

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]

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.

Beast Tamer

You gain the ability to cast Speak with Animals and Animal Friendship at 1st-level, at will, without expending a spell slot.

Blended Rhythm

When you preform an ancestral dance or cast a spell that requires concentration, for the duration of the dance or spell's effect, the target's current and maximum hit points increase each time you expend mythic sparks equal to the number of mythic sparks expended until the dance or spell's effect ends. (Pre-requisite: The Mystic Dancer Ancestry)

Connected by Roots

Any creature with the plant creature type within 1 mile of you shares its thoughts and senses with you (if it has any) and can speak telepathically to you, you don't need to share a language to understand it. This effect extends to creatures you summon and any creature restrained by you or a spell you cast. (Pre-requisite: The Seed Mother Ancestry)

Divine Wisdom

The spell guidance no longer requires concentration from you.

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.

Garden Tamer

You gain the ability to cast Speak with Plants and Plant Growth at 3rd-level, at will, without expending a spell slot. In addition when plants that you magically created or manipulated deal damage to undead, the target's maximum hit points are reduced by an amount equal to the damage dealt. (Pre-requisite: 5th level)

Improved Alleviate

Your alleviate heals for 1d4 hit points per mythic spark expended instead of 1.

Improved Empower

Your empower also grants advantage when it is used.

Lasting Impression

The duration of any Enchanter spells you cast is doubled.

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.

Momentary Eclipse

When a spell or feature granted by you effects another creature, you can expend up to 2 mythic sparks to increase or decrease it's initiative bonus by an amount equal to double the mythic sparks expended. Its place in the inititiative changes only if this increase or reduction would place it higher or lower than it's original initiative order. (Pre-requisite: The Astral Aspect Ancestry)

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. (Pre-requisite: 5th level)

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.

Restoring Flames

You regain an additional mythic spark when destroying a mote with Conflagration or Scorched Circles and 4 additional mythic sparks when reducing a hostile creature to 0 hit points with Low Flame or Set Ablaze. (Pre-requisite: The Inferno Fiend Ancestry)

Sharpened Alleviate

When a hostile creature starts it's turn within Alleviate's mist, it's next attack roll, ability check, saving throw or damage roll is reduced by an amount equal to the number of hit points that allied creatures would regain.

Smoke and Mirrors

Once per turn, when an attack made against you resolves as a miss, or targets the creation of an illusion spell cast by you, half the damage that would have been dealt by the attack is dealt to the attacker. (Pre-requisite: The Fey Trickster Ancestry)

Soul Anvil

Temporary hit points gained or granted can be added to an existing pool of temporary hit points rather than replacing it, you can gain a maximum number of temporary hit points in this way equal to three times your enchanter level, and can grant a number of temporary hit points in this way to other creatures equal to your enchanter level. (Pre-requisite: The Spirit Warden Ancestry)

Spirit Sanctuary

Damage that creatures of your choice within 10-feet of your Spirit Guardian take is reduced by a number equal to your proficiency bonus.

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

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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