Wizard
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

insidious charm: as a bonus action, you enhance your next enchantment school spell cast this turn. Hiding all signs of casting it

 When cast in this way, the spell does not require verbal, somatic, or material components that do not have a gold cost (such as with the Subtle Spell meta magic).

Once you use this feature, you can’t do so again until you finish a Long Rest

At LvL10 you gain 1 more use of insidious charm

At LvL14  spell cast with insidious Charm removes immunity or advantage against charmed condition from a creatures affected by the spell,for the duration of the spell.
Creature can regain it by passing wisdom save with advantage against your spell save DC at the end of each of its turns.

split enchantment

Starting at 10th level, when you cast an Enchantment spell that can be cast with a higher-level spell slot to target an additional creature, you can increase the spell’s level by 1.(increase spell targets by1)

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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10/18/2024 3:11:05 PM
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