Base Class: Wizard
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
Enchantment Savant
Choose two Wizard spells from the Enchantment school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Enchantment school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Hypnotic Gaze
Starting at 3rd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
Insidious Charm
Beginning at level 6, your power with enchantment spells grow.
Once per Long Rest, as a bonus action you can enhance your next enchantment school spell cast this turn to cast without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.
At Level 10 you can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
At Level 14, you can expend a use of Insidious Charm to overcome a creature's immunity to the charmed condition with your next Enchantment spell. The creature instead makes the saving throw with advantage. On a failure, it is charmed by you and can repeat the saving throw with advantage at the end of each of it's turns. Once your charm is broken, the same creature cannot be charmed a second time by you for 24 hours.
Split Enchantment
Starting at 10th level, when you cast an Enchantment spell - such as Charm Person - that can be cast with a higher-level spell slot to target an additional creature, you can increase the spell’s effective level by 1.
Alter Memories
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,or only parts of that time (for example - making creature forget only your presence in recent event) and the amount of time can't exceed the duration of your enchantment spell.
Previous Versions
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