These were the two standout subclasses for me…and they both bring qualities I rather like when making characters.
Between the two…hooboy, that Ancestral Sorcery is just POWERFUL.
Aside from the niche abilities centered around negating enemy spellcasters…the additional spells are CRAMMED with good stuff: Command, Spiritual Weapon, Spirit Guardians…etc.
But also adding that rather solid ability to not have your concentration broken by damage; and the ability to make close-combat enemies either prone or frightened, and your “Spirit Guardians” acts as a great deterrent to keep enemies OFF your Sorcerer, otherwise they’ll just keep taking damage.
It’s also just a good way to keep concentration spells going without being afraid they’ll fail.
Personally, though…my favorite thing as a role player is that Ancestral Sorcerers get a sizable boost to their Intelligence-based skills equal to their Charisma modifier at low levels: just like that, “you’re” kind of smart. The brainy Sorcerer.
On the flip side of that…hooray! The Wizard now has a social subclass!
I know I’m getting excited over a very minor feature…but whenever I play Wizard, I lament my lack of skills for either social or exploration encounters; and end up yearning to play a Bard or a Rogue.
Not so, for Enchanter Wizards! : )
Being able to add your Intelligence modifier to Charisma checks is REALLY neat; I can finally make a court wizard or vizier who uses their honeyed words to manipulate nobles, while using their knowledge of magic to deal with other threats.
“Vexing Movement” is just FUN…mobility on a Wizard that isn’t teleportation gives it that previously-mentioned Rogue-esque quality.
It also brings to mind a con artist / charlatan who tries a last-ditch charm spell when things go bad…and then just runs like hell to safety, whether it works or not. XD
“Reflecting Charm” for the most part, is an improvement over the old Reaction ability…there maybe moments where a “Shield” spell won’t work, you get hit critically, and you need to reduce that damage somehow. It could be a lifesaver.
Alternatively, you might know that an enemy is at death’s door…and the psychic rebuke damage might just be enough to end them.
High level abilities are a bit boring; but undeniably effective.
I’m already concocting characters based around these two subclasses…an Ancestral Sorcerer whose ancestor is a lich; and still very much active, even after centuries.
Or a street-smart grifting Wizard who runs cons at every town he visits.
I like enchanter, and ancestors sorc looks very strong. There's a few misses in this UA but mostly I think they are pretty good
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I think that's generally known with the Sorcerer. They knocked the design out of the part on Ancestral Sorcery, with the exception of the name. The name is sorta redundant with Sorcerer design.
I see a huge problem with the Enchanter and that is the level 10 feature. Now it's restricted to Tasha's Hideous Laughter, Tasha's Mind Whip, Charm Person/Monster and Hold Person/Monster. That's it. No more double Otto's Irresistible Dance, no more double PWK, no more double Suggestion, etc. That was the most fun feature of this subclass and now they've nerfed it?
The other features are ok but not as generally useful as the features of the four subclasses that made it into the 2024 PHB.
Getting social skills as a Wizard is nice. Always felt weird that the subclass focusing on manipulating people wasn't really good at talking to people.
Casting an Enchantment spell and getting the eff outta there is also nice...though it shouldn't come up too often since a squishy Wizard should learn to position themselves. And it's basically the equivalent of a free teleport, only non-magical and actually requiring movement through space (sucks if the area around you is difficult terrain or a Druid used Plant Growth...or if you're prone or grappled or had your movement speed reduced). Casting Misty Step from Fey Touched is usually a better option. But this works too if none of the conditions I mentioned above hinder your movement.
Reflecting Charm is also something that you'd use only as a last resort (if Shield is enough to protect you, you should cast that). Also, it works only if the attacker is within 30 feet of you. You should avoid being that close to anything dangerous. It's the kind of feature that you don't want to use but are happy to in the event you have to.
And Power Word: Fortify is while nice to have as Wizards don't have access to it, there are so many spells, abilities, whatsoever that give temp HP, feels like WoTC really wanted to add one to the Enchanter too. It just doesn't really fit here. I have a feeling that they wanted to give the subclass a free spell but the only available 7th level spell was this (the other option could've been Power Word: Pain but that's not in the new PHB). For the capstone, a feature that allows the Enchanter to bypass charm immunity (e.g. by using a higher level spell slot or just getting a 1/long rest resource for this purpose) might be a better option, not sure how OP that'd be.
i also think enchanter was a big miss compared to 2014. This was probably the most complex subclass you could play and they dumbed it down and ruined the theme in combat. The previous features were strong, but they exposed you to more danger (thank you) which balanced it out.
The theme previous was great even in combat. In combat you can get up and personal, then you can dominate the enemy, and you better not fail!
I don't know what else you would call it. The idea is you had an exceptional magic user for an ancestor, that magic is in your blood not because of a connection to Mechanus, or Chaos, or a Dragon, or some powerful psychic entity, but your great grandmother was an archmage, or the Magister (in Faerun, anyway), or one of the Circle of Eight (Greyhawk). The Nepo Baby Sorcerer? Most wizards and sorcerers I've seen usually use a modified background like this. Or they are the apprentice to one of these figures. If you have a better name for it, I'd love to hear it.
As one who played an enchanter from 2014, I have to disagree. Locking down someone with your Hypnotic Gaze was problematic, because you had to be within 5 ft of that person at all times. I don't know why they put limits on Split Enchantment; it was already limited by the school. And the Instinctive Charm also had to be someone within range of the attack and only once per long rest. So you could redirect a melee attack if there was another enemy within 5 ft of you. So you could redirect the attack to your hypnotic gaze target, but you'd break the gaze that way and suddenly you are in a world of hurt. Yeah, the most frustrating part of being an enchanter wizard is still the most frustrating part: the nature of Charm spells. The words "when the spell ends, the target knows it was charmed by you." This leads to the necessary casting of disguise self before each casting of charm person in order to prevent reprisals. I don't mind that they know they were charmed, it is the "by you" part that frustrates me. It means it is impossible without the use of another spell to use charm discretely. This new version may not be much better, but 2014 wasn't great, either.
I'd play 2024. as far as I am concerned hypnotic gaze from 2014 was a dead feature. I never want my wizards in melee range. I can see some use as an OH CRAP feature, but usually I can avoid finding myself in melee.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
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These were the two standout subclasses for me…and they both bring qualities I rather like when making characters.
Between the two…hooboy, that Ancestral Sorcery is just POWERFUL.
Aside from the niche abilities centered around negating enemy spellcasters…the additional spells are CRAMMED with good stuff: Command, Spiritual Weapon, Spirit Guardians…etc.
But also adding that rather solid ability to not have your concentration broken by damage; and the ability to make close-combat enemies either prone or frightened, and your “Spirit Guardians” acts as a great deterrent to keep enemies OFF your Sorcerer, otherwise they’ll just keep taking damage.
It’s also just a good way to keep concentration spells going without being afraid they’ll fail.
Personally, though…my favorite thing as a role player is that Ancestral Sorcerers get a sizable boost to their Intelligence-based skills equal to their Charisma modifier at low levels: just like that, “you’re” kind of smart. The brainy Sorcerer.
On the flip side of that…hooray! The Wizard now has a social subclass!
I know I’m getting excited over a very minor feature…but whenever I play Wizard, I lament my lack of skills for either social or exploration encounters; and end up yearning to play a Bard or a Rogue.
Not so, for Enchanter Wizards! : )
Being able to add your Intelligence modifier to Charisma checks is REALLY neat; I can finally make a court wizard or vizier who uses their honeyed words to manipulate nobles, while using their knowledge of magic to deal with other threats.
“Vexing Movement” is just FUN…mobility on a Wizard that isn’t teleportation gives it that previously-mentioned Rogue-esque quality.
It also brings to mind a con artist / charlatan who tries a last-ditch charm spell when things go bad…and then just runs like hell to safety, whether it works or not. XD
“Reflecting Charm” for the most part, is an improvement over the old Reaction ability…there maybe moments where a “Shield” spell won’t work, you get hit critically, and you need to reduce that damage somehow. It could be a lifesaver.
Alternatively, you might know that an enemy is at death’s door…and the psychic rebuke damage might just be enough to end them.
High level abilities are a bit boring; but undeniably effective.
I’m already concocting characters based around these two subclasses…an Ancestral Sorcerer whose ancestor is a lich; and still very much active, even after centuries.
Or a street-smart grifting Wizard who runs cons at every town he visits.
What are some of everybody’s thoughts?
I like enchanter, and ancestors sorc looks very strong. There's a few misses in this UA but mostly I think they are pretty good
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I think that's generally known with the Sorcerer. They knocked the design out of the part on Ancestral Sorcery, with the exception of the name. The name is sorta redundant with Sorcerer design.
I see a huge problem with the Enchanter and that is the level 10 feature. Now it's restricted to Tasha's Hideous Laughter, Tasha's Mind Whip, Charm Person/Monster and Hold Person/Monster. That's it. No more double Otto's Irresistible Dance, no more double PWK, no more double Suggestion, etc. That was the most fun feature of this subclass and now they've nerfed it?
The other features are ok but not as generally useful as the features of the four subclasses that made it into the 2024 PHB.
Getting social skills as a Wizard is nice. Always felt weird that the subclass focusing on manipulating people wasn't really good at talking to people.
Casting an Enchantment spell and getting the eff outta there is also nice...though it shouldn't come up too often since a squishy Wizard should learn to position themselves. And it's basically the equivalent of a free teleport, only non-magical and actually requiring movement through space (sucks if the area around you is difficult terrain or a Druid used Plant Growth...or if you're prone or grappled or had your movement speed reduced). Casting Misty Step from Fey Touched is usually a better option. But this works too if none of the conditions I mentioned above hinder your movement.
Reflecting Charm is also something that you'd use only as a last resort (if Shield is enough to protect you, you should cast that). Also, it works only if the attacker is within 30 feet of you. You should avoid being that close to anything dangerous. It's the kind of feature that you don't want to use but are happy to in the event you have to.
And Power Word: Fortify is while nice to have as Wizards don't have access to it, there are so many spells, abilities, whatsoever that give temp HP, feels like WoTC really wanted to add one to the Enchanter too. It just doesn't really fit here. I have a feeling that they wanted to give the subclass a free spell but the only available 7th level spell was this (the other option could've been Power Word: Pain but that's not in the new PHB). For the capstone, a feature that allows the Enchanter to bypass charm immunity (e.g. by using a higher level spell slot or just getting a 1/long rest resource for this purpose) might be a better option, not sure how OP that'd be.
i think enchanter was a big miss compared to 2014
I’m looking forward to test the Ancestral Sorcery Sorcerer. Planning to use my old PC from College as my Ancestor. 😊
i also think enchanter was a big miss compared to 2014. This was probably the most complex subclass you could play and they dumbed it down and ruined the theme in combat. The previous features were strong, but they exposed you to more danger (thank you) which balanced it out.
The theme previous was great even in combat. In combat you can get up and personal, then you can dominate the enemy, and you better not fail!
Tbh, kind of makes sense that someone that uses magic to manipulate people would be bad at talking to people. ...but I get what your saying.
I don't know what else you would call it. The idea is you had an exceptional magic user for an ancestor, that magic is in your blood not because of a connection to Mechanus, or Chaos, or a Dragon, or some powerful psychic entity, but your great grandmother was an archmage, or the Magister (in Faerun, anyway), or one of the Circle of Eight (Greyhawk). The Nepo Baby Sorcerer? Most wizards and sorcerers I've seen usually use a modified background like this. Or they are the apprentice to one of these figures. If you have a better name for it, I'd love to hear it.
As one who played an enchanter from 2014, I have to disagree. Locking down someone with your Hypnotic Gaze was problematic, because you had to be within 5 ft of that person at all times. I don't know why they put limits on Split Enchantment; it was already limited by the school. And the Instinctive Charm also had to be someone within range of the attack and only once per long rest. So you could redirect a melee attack if there was another enemy within 5 ft of you. So you could redirect the attack to your hypnotic gaze target, but you'd break the gaze that way and suddenly you are in a world of hurt. Yeah, the most frustrating part of being an enchanter wizard is still the most frustrating part: the nature of Charm spells. The words "when the spell ends, the target knows it was charmed by you." This leads to the necessary casting of disguise self before each casting of charm person in order to prevent reprisals. I don't mind that they know they were charmed, it is the "by you" part that frustrates me. It means it is impossible without the use of another spell to use charm discretely. This new version may not be much better, but 2014 wasn't great, either.
I'd play 2024. as far as I am concerned hypnotic gaze from 2014 was a dead feature. I never want my wizards in melee range. I can see some use as an OH CRAP feature, but usually I can avoid finding myself in melee.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha