Enchantment School: Difference between revisions
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; {{SAI|Instinctive Charm|w=40}} | ; {{SAI|Instinctive Charm|w=40}} | ||
: As a | : As a {{Action|Reaction}}, charm an enemy that attacks you. They must succeed on a {{Saving Throw|Wisdom}} or attack a new target if possible. If a target succeeds on its saving throw, it cannot be affected by this ability until after a long rest. | ||
{{Level header|10}} | {{Level header|10}} | ||
; {{Pass|Split Enchantment|w=40}} | ; {{Pass|Split Enchantment|w=40}} | ||
: You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature. | : You know your enchantments inside and out. You can target 2 creatures with [[Enchantment spells]] that would normally only target 1 creature. | ||
{{WizardNavbox}} | {{WizardNavbox}} |
Latest revision as of 17:20, 21 May 2024
Enchantment School is one of the Subclasses of Wizard. These Wizards specialize in controlling and befuddling others.
Subclass Features[edit | edit source]
This subclass obtains all the features from its base class, Wizard, in addition to its unique features outlined below.
Level 2
- Enchantment Savant
- Halves the cost to learn Enchantment spells from Scrolls. Learning these spells will only cost 25 gp per spell level.
- Once per Long Rest, use an action to target a non-ally creature within Range: 1.5 m / 5 ft. The target must succeed on a Wisdom saving throw or become and for 2 turns. As an action, while still within range, you can the charm, extending the charm for another 2 turns. If the target takes damage, the effect ends.
Level 6
- As a Reaction, charm an enemy that attacks you. They must succeed on a Wisdom saving throw or attack a new target if possible. If a target succeeds on its saving throw, it cannot be affected by this ability until after a long rest.
Level 10
- You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.