Bard
Base Class: Bard

Restriction: Adept (Fire) or Adept (Wind) Background only
The Enchanter manipulates intangible magic to confuse and inspire, and as such, Fire and Wind adepts tend to make good Enchanters.

Manipulation of magic that doesn't deal directly with the four elements is unusual among Adepts, but some have the aptitude for it. Enchanters use charming or frightening magic that affects the minds of and bodies of their enemies.

Enchanting Presence

When you become an Enchanter at 3rd level, subtle magic surrounds you with a warm breeze that smells pleasant to anyone nearby, and people are more likely to see you as trustworthy. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words

Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes during the next 10 minutes.

Twofold Allure

Starting at 6th level, you learn to widen the area of your enchantment spells by letting the magic drift on the winds. When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

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 bard 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, and the amount of time can’t exceed the duration of your enchantment spell.

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