School of Enchantment, Variant (5e Subclass)
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School of Enchantment (Variant)[edit]
Arcane Tradition
A variation of the Enchantment subclass provided for Wizards in the official rules. This variant is for players that did not necessarily find the Hypnotic Gaze ability of the original subclass to be all that interesting. The goal with this variant is to provide a more active ability that better plays into an Enchanter-type of character, and hopefully offers players a small taste of older enchantment magic with a revised Sleep spell. "But, Sleep was already useful, why change it?" Yes, Sleep was useful, but with this revision it brings it closer to the way it used to work in older editions and rule sets. By removing the roll for Hit Points and setting it to use Hit Die instead, it more reliably affects targets you are using it upon at all levels and is protected from a 'low roll' preventing it from affecting any creatures at all. The re-addition of a saving throw component is to provide synergy with the primary effect of the Empowered Enchantments feature that provides this revised spell; and to be a counterbalance for it affecting stronger/more creatures. DM's, however, may not like the revision due to it making the spell viable beyond Tier 1 play.
Features[edit]
Enchantment Savant[edit]
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.
Empowered Enchantments[edit]
Starting at 2nd-level when you choose this school, your soft words and hypnotic gazes amplify your proficiency with your enchantments and charms. Whenever you cast an cantrip or spell from the Enchantment school of magic that would force a saving throw to be made by its target(s), those saving throws are made with a negative penalty equal to one quarter of your wizard level (rounded up, minimum 1). Example: a 5th-level wizard casting an Enchantment spell that forces a saving throw imposes a penalty of -2 on that roll (1/4 of 5 = 1.25, rounding up).
Additionally, you learn a revised version of the Sleep spell known as Slumber. This spell replaces your currently known Sleep spell (if any) and you cannot learn the Sleep spell if you know this spell. The Slumber spell functions as follows:
Slumber
- Casting Time: 1 action
- Range: 60 feet
- Target: A point/location which you can see.
- Duration: 1 minute
- Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
- School: Enchantment
Effect: You point at a location which you can see within sixty feel. From your extended fingertip, a sphere of glittering gold magic flies forward and erupts into a cloud of golden dust that affects a 30 foot sphere centered on the point you chose. This sphere goes around corners and over cover within its area. When cast at 1st-level, this spell begins with a total pool of 10 Hit Die. Starting with creatures with the lowest number of total Hit Dice, each creature within the sphere's area of effect must make a Charisma saving throw against the caster's spell DC or be stricken with a catatonic slumber, rendering them unconscious for 1 minute. As a creature makes this saving throw, subtract its total number of Hit Die from this spell's pool of Hit Die. A creature must have equal to or less Hit Die than the total remaining die in this pool in order to be affected. Once no more creatures can be affected, the golden dust cloud fades away. Creatures that are immune to magically being put to sleep and undead creatures are immune to the effects of this spell. Creatures rendered unconscious by this spell cannot be shaken awake by another creature's action, but taking damage will end the effect prematurely. Additionally, at the end of each unconscious creature's turn, they may repeat the saving throw and upon a success awaken early.
Example: The caster targets a location that contains four Goblin monsters and their 3rd-level ally within the sphere's area of effect. Goblins have a total Hit Dice equal to 2d6 in the Manual (for a total of 2 Hit Die each), and the caster's ally has 3 Hit Die total (3rd-level). Since the Goblins have the smaller Hit Dice, each goblin in turn is forced to make the saving throw and their total Hit Die is subtracted from the spell's pool of 10. By the time the spell reaches the 3rd-level ally, the remaining pool only has 2 Hit Die left in it - less than the ally's total Hit Dice - and therefore cannot affect anymore creatures.
Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, increase the total pool of Hit Dice this spell may affect by 2 for each spell level above the 1st.
Instinctive Charm[edit]
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.
On a successful save, you can't use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
Split Enchantment[edit]
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Alter Memories[edit]
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
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