Wizard
Base Class: Wizard

Here is an updated version of an updated version of The Enchantment Wizard. I adapted this version off of IchSuisMe. Their version has slightly different wording with slightly different effects.

Enchantment Savant

The gold and time you must spend to copy an enchantment spell into your spellbook is halved.

Hypnotic Gaze

Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 10 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or suffer a condition from the following list of conditions; the creature's speed also immediately drops to 0. If a condition on the list has a level prerequisite, you must be that level in this class in order to inflict that condition:

  • Charmed
  • Incapacitated
  • Prone (5th Level)
  • Restrained (7th Level)
  • Paralyzed (9th Level)
  • Exhaustion (13th Level)

On subsequent turns, you can use your action to maintain this effect, extending the condition's duration until the end of your next turn. On following turns, you may also cause the creature to suffer another condition from the list above, in addition to your previous choices. Exhaustion is the only condition you can choose multiple times, over the course of multiple rounds.

All effects inflicted by this feature end if you ever move more than 20 feet away from the creature. The creature can also repeat its Wisdom saving throw against your spell save DC each time it takes damage, on a successful save all effects on it immediately end. Once any effects from this feature end on a creature, you can’t use this feature on that same creature until you finish a long rest.

Instinctive Charm

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 Intelligence saving throw against your wizard spell save DC. On a failed save, the attacker must target a creature of your choice within the creature's attack range, not including you or itself. On success, you can’t use this feature on this same attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses.

Split Enchantment

When you cast an enchantment spell that targets only one creature, you can have it target a second creature.

Alter Memories

You gain the ability to make creatures unaware of your magical influence; when you cast an enchantment spell on one or more creatures, you can attempt to alter each creature’s understanding so that it's unaware of ever being magically affected by you.

On each turn before the spell expires, you can use your action to try to make one creature, who is currently under the effects of your enchantment spell, forget some of the time it spent enchanted by you. Alternatively, you can also try to force a creature to forget some of the time it will spend enchanted by you. 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 Intelligence 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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