Sorcerer
Base Class: Sorcerer

The Enchanter Supreme is a master manipulator, a puppeteer of minds and emotions. They weave complex spells from the school of Enchantment, subtly bending reality to their will. Their magic is not about brute force, but about finesse and control. The Enchanter Supreme is a full caster, focusing primarily on Enchantment spells. They exclusively learn and cast spells from the Enchantment school and can't cast or learn any spells from any other schools of magic.

Arcane Reach

At 1st level, the raw, untamed power within you reaches out to the weave of magic, instinctively pulling at the threads of enchantment spells that are normally beyond your grasp. You can add any Enchantment spell from any class to your list of spells known. These spells are considered sorcerer spells for you, reflecting your unique connection to the primal energies they channel. You exclusively learn and cast spells from the enchantment school and can't cast or learn any spells from any other schools of magic.

Enchantment Affinity

Also at 1st level, You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.

You learn the charm person spell and can cast it once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Enchantment Resilience

At 6th level, your deep connection to enchantment magic grants you a measure of protection against such spells. You have resistance to damage from Enchantment spells, and advantage on saving throws against being charmed.

Hypnotic Gaze

At 6th level, you can spend 2 sorcery points to gain the ability to charm a creature within 30 feet of you that you can see. The creature must make a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. The charmed creature regards you as a friendly acquaintance and will not attack you unless it is directly harmed by you or your allies.

At 12th level, the range of this ability increases to 60 feet and the duration of the charm increases to 10 minutes.

At 18th level, the duration of the charm increases further to 1 hour.

Puppet Master

At 14th level, your control over enchantment spells grows. When you cast an Enchantment spell that targets only one creature, you can spend 2 sorcery points to have it target a second creature within range.

Enchantment Overload

Also at 14th level, when you cast an Enchantment spell, you can choose to overload the spell. If you do, the spell’s effects are doubled, but you take psychic damage equal to twice the spell’s level immediately after casting it.

Master Manipulator

At 18th level, you reach the pinnacle of your enchantment abilities. You gain the ability to cast one Enchantment spell that you know without expending a spell slot. This represents your supreme control over enchantment magic, allowing you to weave a single spell with such skill that it doesn’t drain your magical energy. Once you use this feature, you can’t use it again until you finish a long rest.

Enchantment Immunity

Also at 18th level, your mastery over enchantment magic makes you immune to its effects. You are immune to being charmed, and you automatically succeed on saving throws against Enchantment spells.

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