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Subclass Wizard Enchanter
The Enchanter is a Wizard subclass specialized in mind-affecting magic. Hypnotic Gaze at Level 3 lets you Incapacitate a creature adjacent to you with a look — no spell slot, Bonus Action, and it can repeat each turn. Instinctive Charm at Level 6 redirects attacks against you to other creatures as a Reaction. Split Enchantment at Level 10 doubles single-target Enchantment spells to hit two targets for the cost of one.
| LEVEL | FEATURE |
|---|---|
| 3 | Hypnotic Gaze |
| 6 | Instinctive Charm |
| 10 | Split Enchantment |
Hypnotic Gaze As an Action, you attempt to cloud the mind of one creature you can see within 5 feet of yourself, forcing it to make a Wisdom saving throw. On a failed save, the creature has the Charmed and Incapacitated conditions until the end of your next turn. The effect ends early if the creature takes any damage or is forced to make a saving throw.
As a Bonus Action on subsequent turns, you can maintain this effect, extending it until the end of your next turn. This effect ends if the creature is ever more than 5 feet from you.
Instinctive Charm When a creature you can see within 30 feet of yourself makes an attack roll against you, you can take a Reaction to divert the attack — provided another creature is within the attack's range. The attacker must make a Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not counting you or itself.
On a successful save, you can't use this feature against that attacker again until you finish a Long Rest.
Split Enchantment When you cast an Enchantment spell of Level 1 or higher that targets only one creature, you can have it target a second creature.
The Enchanter is the battlefield mind-controller Wizard subclass. Hypnotic Gaze at Level 3 is a no-cost Incapacitate: Wisdom save or Incapacitated for the round. No spell slot, no resources — just an Action (then a Bonus Action to extend). A successful gaze removes one creature from combat entirely for as long as you stay adjacent and spend your Bonus Action each turn. This is strongest against single-target priority threats.
Instinctive Charm at Level 6 is a Reaction redirect: when attacked, force the attacker to target a different creature. On a failed Wisdom save, the nearest other creature gets hit instead of you. This can redirect attacks into enemies (if they're adjacent to each other) or into summoned creatures.
Split Enchantment at Level 10 doubles all single-target Enchantment spells. Hold Person hits two targets simultaneously. Dominate Person controls two creatures for one Level 5 slot. Charm Monster hits two creatures. This is one of the highest efficiency Level 10 features — most single-target Enchantment spells are already powerful; doubling them is transformative.
The Enchanter functions best in encounters with multiple dangerous humanoids or creatures vulnerable to Wisdom saves. Against targets with low Wisdom modifiers, the Enchantment spell list is effectively auto-success territory.