Schiavizzatore (5e Class)
schiavizzatore(inchanter variation)5e[edit]
“ | 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[edit]
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.
Enchantress Source |
- 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.
Class Features
As a Enchanter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Enchanter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Enchanter level after 1st
- Proficiencies
Armor: Light armor
Weapons: Daggers, whips, fans
Tools: Disguise kit, alchemist's kit, tattoo machine
Saving Throws: Charisma,Wisdom
Skills: Persuasion,Sleight of Hand, and choose another from the following; Deception, History, Investigation, Insight, Perception, Performance.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) steel fan or (b) Whip
- (a) leather armor or (b) padded armor
- (a) disguise kit or (b) alchemist kit
- 10 vial of ink a tattoo machine
- Daggers
- If you are using starting wealth, you have roll 4d4 x 10 in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Enchanted Mark | — | — | — | — | — |
2nd | +2 | Lover's Touch | 2 | — | — | — | — |
3rd | +2 | Path of Enchanter | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Enticing Allure, Charmed Memory, Path Ability | 4 | 2 | — | — | — |
6th | +3 | Path Ability | 4 | 2 | — | — | — |
7th | +3 | Enchanted Mark Improvement | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Path Ability | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Dagger of Charming | 4 | 3 | 2 | — | — |
11th | +4 | Path Ability | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | Captivated Vulnerability | 4 | 3 | 3 | 1 | — |
14th | +5 | Enchanted Mark Improvement | 4 | 3 | 3 | 1 | — |
15th | +5 | Path Ability | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Path Ability | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Mark Detonation | 4 | 3 | 3 | 3 | 2 |
sigillo dello schiavo[edit]
Al 1° livello il sigillo incantato può essere disegnato sulla pelle di una creatura con carbone, inchiostro o sangue. Questa caratteristica richiede 1 azione bonus per essere completata e la creatura deve superare un tiro salvezza di Wisdom per resistere. Se la creatura fallisce, guadagni un legame mentale con la creatura, controllala. Una volta che la controlli, puoi dare alla creatura comandi di una parola (es. Rimani, proteggi, attacca "mentre indica una persona o un singolo oggetto". l'ordine non può essere ucciditi o qualunque ordine che porti all'autolesionismo), la creatura deve sentirti e vederti. Questa caratteristica può essere interrotta solo se il marchio viene distrutto. Le creature possono effettuare un Wisdom tiro salvezza ogni due turni per cercare di acquisire conoscenza e distruggere il marchio se la loro intelligenza è uguale o superiore alla tua. Puoi eseguire un sigillo su una creatura solo una volta per riposo lungo. Devi creare questo "segno" personalizzato in un design che ti colleghi ad esso. Che cosa significa e come si collega a te spetta a te decidere.
Al 7° livello puoi impartire a quella creatura una frase come comando (es. rimani qui e proteggi il campo.) fintanto che ti possa sentire. Inoltre, la creatura non ha più bisogno di vederti per essere controllata. Questa abilità non ha più una gittata e può comunque essere infranta solo se il marchio viene distrutto, inoltre il sigillo o marchio tende ad attaccarsi alla pelle rendendolo molto più difficile da togliere. Ora puoi eseguire il sigillo due volte per riposo lungo.
Al 14° livello padroneggi l'arte di combinare l'inchiostro con il tuo sangue per tatuare il tuo marchio su una creatura rendendolo "permanente" (può comunque essere distrutto bruciando la pelle). Devi prenderti il tempo per mescolare le due sostanze con cura facendo solo abbastanza inchiostro per fare un segno per un riposo lungo. Ci vuole 1 azione per tatuare il tuo marchio su una creatura consenziente o priva di sensi. Tatuare il tuo marchio su una creatura rafforza il legame mentale. Il collegamento più forte ora può darti la possibilità di capire cosa sta facendo la creatura marchiata e puoi controllarla a piacimento (puoi anche comandargli di uccidersi e lei lo fara),anche se non ti vede o ti sente attraverso in collegamento telepatico . Ora puoi eseguire questa funzione 3 volte per riposo lungo. Non puoi più essere incantato finché hai questo link.
tocco del controllo[edit]
Al 2° livello, toccare una creatura consenziente o riluttante può darti il "controllo" di essa. La creatura riluttante deve superare un tiro salvezza di Wisdom per resistere. Se riesce il tiro salvezza non puoi riprovare su quella creatura. Se ottieni il controllo, questo ti permette di lanciare tutti i tuoi incantesimi e abilità di carisma su di essi senza alcuna resistenza per 4 round, l'abilita termina quando non vi è più contatto. Puoi eseguire questa funzione solo una volta per riposo breve e due volte per riposo lungo.
Enticing Allure[edit]
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.
Charmed Memory[edit]
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[edit]
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.
Captivated Vulnerability[edit]
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.
Mark Detonation[edit]
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.
Siren Path[edit]
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.
Dancer Path[edit]
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.
- Assassinate
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[edit]
- Cantrips
friends, message, minor illusion, resistance, spare the dying, thorn whip, vicious mockery
- 1st Level
bane, charm person, command, disguise self, dissonant whispers, inflict wounds, silent image, sleep, hideous laughter, wrathful smite.
- 2nd Level
alter self, blindness/deafness, calm emotions, enhance ability, hold person, misty step, moonbeam, suggestion, warding bond.
- 3rd Level
bestow curse, counterspell, enemies abound[1], , fear, nondetection, remove curse, sending, tongues.
- 4th Level
confusion, compulsion, charm monster, dominate beast, greater invisibility, hallucinatory terrain, phantasmal killer, staggering smite.
- 5th Level
dominate person, dream, geas, hold monster, mislead, seeming,skill empowerment[2], synaptic static[3].
Multiclassing[edit]
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.
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