Enchanter (5e Class)

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Enchanter

Enchanters are known for their many beneficial magics, granting powerful abilities to their allies, and detrimental debuffs to their enemies. An enchanter or enchantress often brings many things to a party, with their powerful protective magic. And even though their offensive power is lack-luster at best, the aid strength and fortitude they grant to their allies makes them a force to be reckoned with. Many enchanters are of fey descent, but other more specialised can still bring many aspects to a party, such as gaining the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender, or being in tune with their fiendish blood, calling forth harsh inferno magics and trading out supportive power for deadly spells, enchanting their own spells to deal massive effects. Whatever an enchanters niche, there's no doubting they'll always be a solid and reliable member to have in any well rounded group.

The Wisp Who Bid Willow's Will

A brawny elfish man and a frail human woman stood backed into a corner, stuck between a fence and a horde of hungry man eating ogres, the man turns to his wife to bid her farewell, when suddenly a sparkle of hope rings in his ear, and he knows his legacy is not over yet. He takes a stand, wielding strength he knows is not his own. He cuts down every last ogre one by one till their hearts beat no more, and turning to his wife, embracing her to apologize to her for the nightmares she'll forever be haunted by, for their daughter's blood stained clothes still in the teeth of one of the now de-collated ogre's skulls, the fresh crimson scent horrifying the poor woman. He looks to the skies and speaks "Oh great being who gave me your blessing, my wife and I thank you for saving us from such horrible demise." When suddenly he hears foot steps, he turns to see a short fey woman, covered in vines. A small wolf cub by her side carrying a medal in it's muzzle, made of an arcane wood, with a vine necklace and a small blue crystal in it's center. She takes the medallion from her canine companion and steps forwards "No Lumigar, that strength was not mine, nor am I a being any greater than you, a simple halfling I am... I gave you no strength, but purely the courage to draw your sword and believe in yourself..." And as she hands him the wooden framed crystal, the man watches it shine, and the daughter he loved dearly, reborn yet still as pure as ever, returned to the mothers arms, and before he could turn to thank the spirit. She was gone without a trace, leaving the man and his wife to live alone... In peace.

Creating an Enchanter

The enchanter is intended to act as purely a support class. (With the exception of it's subclass The Inferno Fiend) The base class has access to very little damaging spells and features, in-trade for a wide variety of healing and utility spells, along with a skill set focused on buffing as many allies as possible and debuffing as many hostiles as possible. The class is subject to change if balance is a problem.

Quick Build

You can make an enchanter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Sage background. Third, choose ranged weaponry.

Class Features

As a Enchanter you gain the following class features.

Hit Points

Hit Dice: 1d6 per Enchanter level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Enchanter level after 1st

Proficiencies

Armor: None
Weapons: Simple, Shortsword, Hand crossbow, Net
Tools: Healer's kit
Saving Throws: Intelligence
Skills: Choose Two From Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Component Pouch or (b) Arcane Focus (Limited to Orb or Staff)
  • (a) Shortsword or (b) Hand Crossbow or (c) Any Simple Weapon
  • (a) Explorer's Pack or (b) Scholar's Pack
  • If you are using starting wealth, you have 15gp in funds.

Table: The Enchanter

LevelProficiency
Bonus
Mythic SparksFeaturesCantrips KnownSpells knownTechniques Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2-Spellcasting, Mythic Descent32-2
2nd+24Mythic Descent Spell List, Mythic Techniques, Mythic Spark, Mythic Descent Feature3213
3rd+24Quick Wit43142
4th+26Ability Score Improvement44143
5th+38Spirit Friend541432
6th+38Mythic Descent Feature552433
7th+396624331
8th+310Ability Score Improvement6624332
9th+41277243331
10th+412Mythic Descent Feature78343332
11th+412Double Down883433321
12th+413Ability Score Improvement893433321
13th+514Faith81034333211
14th+514Mythic Descent Feature81044333211
15th+515Hover811443332111
16th+516Ability Score Improvement813443332111
17th+6168134433321111
18th+618Mythic Descent Feature8145433331111
19th+619Ability Score Improvement8155433332111
20th+620Mythic Focus8155433332211

Spellcasting

As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.

Cantrips

At 1st level, you know 3 cantrips of your choice from the Enchanter spell list. You learn additional enchanter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Enchanter table.

Ancient Spells

At 1st level, you know 2 1st-level spells passed down by ancestral knowledge, and as you grow more connected to your ancestral background you unlock more spells passed down to you by the voices of the precursors.

Casting Spells

The enchanter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You do not need to prepare spells in order to cast them, however, you can not cast the same spell twice in a row. The ancestors forbid this form of "abuse" of their arcane blessing, and will only allow you to cast the same spell again after you cast one of your other available spells from your spell list. Cantrips are also affected by these ruling and as such, also count towards the number of spells cast until you may cast a spell again.

For example, if a 5th-level enchanter were to cast the 3rd-level spell haste, the spell would be cast and then become unavailable, the enchanter then casts the guidance cantrip, after which the haste spell would be available again. While Guidance becomes unavailable. This rule is referred to as the "Ancient Spell Limitation".

In addition you have the ability to concentrate on up to 2 spells at once instead of only one, while concentrating on both spells, you make a single concentration check to maintain both spells when damaged, this check is made at disadvantage when concentrating on 2 spells at once. If an enchanter attempts to concentrate on a 3rd spell, they must first drop concentration on the first spell they started concentrating on.

Spellcasting Ability

Your spellcasting ability for your enchanter spells is decided by your choice of ancestral decent. If no spellcasting ability is mentioned in your mythic descent, you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one. Unless stated otherwise by your mythic descent.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ancestral Spell List

Each subclass comes with a predetermined spell list. Even if the spells in your expanded spell list are not enchanter spells according to the original spell list, they are for you.

Mythic Descent

At 1st level, you choose a Mythic Descent. Choose between The Inferno Fiend, The Fey Trickster, The Spirit Warden, The Mystic Dancer, The Seed Mother, or The Elementalist. Your choice generates your spell list at 1st level, and grants you features at 2nd, 6th, 10th, 14th and 18th level.

Mythic Spark

At 2nd-level you gain 4 mythic sparks. And gain more as you level, based on the mythic spark table. Mythic sparks are crystallised shards of energy that gently float within 5-feet of you, they're intangible and immune to all damage, their appearance is that of a small gem or crystal, they can only be touched or held by you and creatures you choose, all other attempts to interact with them by other creatures simply phase through them. Mythic sparks are the root of the enchanters powers and can even be used to empower themselves and their allies, in addition to uses mentioned by your class features, you can spend mythic sparks in the following ways:

Empower

As an action you can spend any number of mythic sparks and fuse the sparks energy into yourself or a willing creature, the creature may then add +1 for each mythic spark you've spent to any one roll of their choice within the next hour. After which the sparks strength fades.

Alleviate

As an action you may turn any number of mythic sparks into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, a creature recovers hit points equal to the amount of mythic sparks expended when it enters the area for the first time on a turn or starts its turn there. The mist stays in the air for a minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You regain all spent mythic sparks when you finish a short rest or long rest.

Mythic Techniques

At 2nd-level you gain 1 Mythic Techniques of your choice. When you gain certain enchanter levels, you gain additional techniques of your choice, as shown in the Techniques Known column of the enchanter table. Your technique options are detailed at the end of the class description.
Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique that you could learn at that level.
If a mythic technique has prerequisites, you must meet them to learn it. You can learn the technique at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Quick Wit

At 3rd-level, your style of spellcasting is particularly quick, you can cast any enchanter cantrip as a bonus action.

Spirit Friend

At 5th-level, your ancestors provide you with a spirit guardian of the old, this spirit guardian takes form as a small forest critter, and gains a flying speed of 30-feet, this spirit is immune to all magical damage and can not be targetted by any attack.
The spirit can't Attack, activate magical items, or carry more than 10 pounds. And you choose whether or not a creature can even see the spirit. The spirit can speak telepathically to you.
The creature takes the form of any beast with a size of medium or smaller (Rabbit, fox, cat, badger, ferret, jackal, deer, scorpion, raven, wolf, etc.) The creature is instantly teleported to any unoccupied space within 5-feet of you if it goes more than 100-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.

Double Down

At 11th-level, when you cast a spell or cantrip, as a bonus action you can spend a number of mythic sparks equal to the spell’s level (0 for cantrips) to cast the spell again on a different target without expending a spell slot. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Hover

At 15th-level, the ancestors unbind your spirit from the weight of the material plane. You can traverse difficult terrain as if it were normal terrain, you can not be detected by tremor sense and your speed increases by 5 feet.

Favor of the Ancients

At 20th-level, you’ve proven yourself worthy and impressed your ancestors by reaching the highest rank possible amongst the ancients, and they grant you one final gift, unbinding your soul. The number of spells you can concentrate on increases to 3, you have advantage on death saving throws, and you become immune to the frightened, charmed, blinded, deafened and stunned conditions.

The Inferno Fiend

Abandoning the old ways of the Ancestors, they call forth raging infernos, and train in the forbidden arts of hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful harmful flame magic.

Fiery Magic

When you take this subclass at 1st-level you gain proficiency in Charisma saving throws and you add your Charisma modifier to the damage of any fire spells you cast of 1st-level or higher.

Low Flame

At 2nd-level, you gain another usage for your mythic sparks, as a bonus you can spend 1 mythic spark and ignite it in flames, the shard stays ignited for an hour before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. You can make a ranged spell attack with the shards, they deal [1d10 + your spell casting ability] fire damage. You can ignite 2 at a time and the flame dies out if you walk more than 500-feet away.

Conflagration

At 6th-level when you cast a damaging spell, you can spend up to 2 mythic sparks to deal additional fire damage equal to the spells damage die. E.g. Shatter = [3d8 thunder + (1-2)d8 fire damage]. Additionally your spells do double damage to structures and maximum damage to plant-life.

Set Ablaze

At 10th-level when you cast a spell of 1st-level or higher that deals fire damage, you can spend 3 mythic sparks to choose one of the targets affected by the spell, and engulf them in magical flames, the flame remains until they or another creature use an action to put it out, or until dispelled. While ablaze the creature takes fire damage equal to your enchanter level at the start of each of it's turns. Additionally you gain resistance to fire damage.

Scorched

At 14th-level, when you cast a spell of 1st-level or higher that deals fire damage, you can spend 4 mythic sparks to cause a raging inferno to spark up around you in a 10-foot radius until the end of your turn. A creature takes fire damage equal to [half your enchanter level + 5] when it enters the area for the first time or starts its turn there.

Hellfire Curse

At 18th-level, as an action you spend from 1 to 5 mythic sparks to place a hellfire curse that lasts 1 minute on up to 3 creatures that you can see within range. Until the curse ends, you deal an extra 1d8 fire damage to the target for each mythic spark expended whenever you deal damage to it. If the target is a plant or structure, it takes the maximum damage. If the target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.

The Inferno Fiend Abandonment

Inferno Fiend Spell List

The Fey Trickster

The illusive and tricky descendants of The Fey Trickster's are masters of illusion and talented evasive casters, typically landing a blow on one often means you've likely hit an illusion. In fact they may not even be fighting you in the first place.

Fey Magic

When you take this subclass at 1st-level you gain proficiency in Dexterity saving throws and your spellcasting modifier becomes Dexterity instead of Intelligence.

Switchcraft

At 2nd-level you learn the mirror image spell, when casting the spell, you can choose to cast it without expending a spell slot for 2 mythic sparks.

Quick Step

At 6th-level you cast misty step as a reaction you can take to any creature coming within 5-feet of you, without expending a spell slot for 2 mythic sparks.

False Mind

At 10th-level, as an action, using mind tricks and flickers of arcane you can attempt to confuse a creature and weaken its perception of reality, the target must make an Intelligence saving throw against your spell save DC, if the target fails you inflict them with one of the following effects of your choice:

  • The target automatically fails all perception checks for a minute.
  • You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.
  • You create an illusion and/or sound that only the target can see and hear for a minute.
  • The target becomes blinded for a minute.
  • The target becomes deafened for a minute.

You can use this feature twice and need to finish a short/long rest in order regain all expended uses of this feature again.

Now You See Me

At 14th-level when you cast any illusion spell, you can spend 4 mythic sparks to either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you can cast greater invisibility without expending a spell slot once per long rest.

Fabricated Mind

At 18th-level, your mastery of illusions extends to reality itself. You can spend 5 mythic sparks to create an intrusive flux in a creatures mind, causing them to perceive reality in a variety of ways. From flame-coven hellscapes, to a regular world, with a few minor changes of your choice, you describe the effect you wish to stitch into your targets mind, with the following descriptions being some examples of the features capability.

Shattered Realm:
The world around the target begins to fall apart, the sky cracks. The trees split down to their trunk, creatures they can see appear as splinters of their original form. Water appears like broken glass, the ground around them seems like it could snap with every step. Beyond what they perceive as physical matter, is an abyss of white, a blinding light radiating around them in all directions. The very air around them appears to be as fractured as the rest of the world around them, their vision shifting and lungs struggling to find consistent breath in the air.

Veil of Shadows:
The targets vision shifts, a darkness overtaking their world, creatures they can perceive appear as aberrations and visions of their worst fears. The creatures senses enhancing greatly, every footstep echoing in the darkness like a giants stomp. All sounds become indiscernible, the sounds of swords clashing, voices screaming, or even fingers snapping lose meaning, and all begin to sound the same. When a creature calls the targets name, their voice echoes like a scream through their head, causing the target to enter a state of both fear and aggression, they perceive all creatures as hostile and lose meaning of the words right and wrong.

Minor Shifts:
You can cause the target to see very minor changes in the world that may lead to conflicts between others and the target, such as the target walking through a forest seeing what the presume are glimpses of some horrid beast beyond the treeline, causing them to alert their allies. Another example is simply handing a merchant fake gold, as the perception appears, feels, and has any other flavoring used to identify the illusion as a physical object.

Blind Eye:
A creature can even go as far as simply not seeing you, as you loop their vision, essentially rendering them blind as the same static image stays pasted in their eyes. Being completely blind without even realizing it. Allowing you to simply walk right by them, without a care in the world.

Whispers of False Truth:
You cause the target to hear any volume of whispers. Such as voices coming from an alleyway, women screaming from another room, the voice of a long lost friend calling out their name, or even full fledged false words, as the target perceives another creature both physically and audibly saying a false message that only they can hear.

Touch:
A gentle prod or a forceful shove in any direction.

Frailty:
The creature feels week, with many different levels applicable, anything from a minor weakness that caused them to lose an arm wrestle, or a full fledged frailty causing the target to collapse in place, their bones and muscles feeling weak like tissue paper.

The Fey Ancestral Gift

Fey Trickster Spell List

The Spirit Warden

The descendants of The Spirit Warden are strong hardy individuals, they protect those who can not protect themselves, and often seeing one either means the world is at peace or their is great conflict arising. They give their all in an effort to shield the innocent from the forces of dark, and have been standing tall as guardians of the people for centuries.

Spirit Magic

When you take this subclass at 1st-level you gain proficiency in Constitution saving throws and your spellcasting modifier becomes Constitution instead of Intelligence. At 2nd-level, your hit point maximum increases by 3 and increases by 3 again whenever you gain a level in this class.

Spirit Barrier

At 2nd-level, your ancestors encompass you in a powerful spirit barrier invisible to the untrained eye. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. Additionally you gain resistance to force damage.

Faithful Guardian

At 6th-level, your bond with your allies has become powerful, your ancestors manifest as a transparent spirit guardian in combat, and attempt shield your allies from harm. At the end of a long rest you may ward up to 3 willing creature you touch and create a mystic connection between you and the target. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and any time they'd take physical damage, the damage is split between you and the bound creature.

Bolster Self

At 10th-level, when you cast a spell that grants temporary hit points, the temporary hit points gained are doubled. Additionally as an action, you can spend 3 mythic sparks to cast false life on yourself as a 3rd-level spell without expending a spell slot.

Courage

At 14th-level, you become more focused in the heat of combat, spirit energy courses through your body, strengthening your spirit and determination, when you roll to maintain concentration on a spell, you do so with advantage.

Glancing Blow

At 18th-level, when you have remaining temporary hit points, any damage you take is reduced by half.

The Spirit Warden Ancestral Gift

Spirit Warden Spell List

The Mystic Dancer

Style and grace, the mystic dancer brings not only joy and cheer, but powerful magic. Not as fragile and much more mobile than other enchanter descendants, the mystic dancer steps in tune to their ancestors rhythm. Never missing a beat.

Mystic Magic

When you take this subclass at 1st-level you gain proficiency in Charisma saving throws and your spellcasting modifier becomes Charisma instead of Intelligence. Your speed increases by 10-feet while you are not wearing armor or wielding a shield.

Expertise

At 2nd-level, choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

Mystic Inspiration

At 6th-level, your movement inspires those around you, when a creature is within 60-feet, they can become inspired by your rhythm and movement, allowing them to recover a number of hit points equal to half their level. A creature can benefit from this trait once and regain benefit after they finish a long rest.

Flow

At 10th-level, as an action you spend 4 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant any number of creatures of your choice within 60-feet, including yourself, one of the following effects for 1 hour.

  • Step of the Wind - Targets walking speed and long jump distance are tripled.
  • Rise in Spirit - Targets climbing speed and high jump distance are tripled.
  • Ride the Waves - Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.
  • Like a Feather - Targets gain a flying speed of 15-feet.
Wispens Aura

At 14th-level, as a bonus action, you can expend 4 mythic sparks to cast any one of the following spells at their base level without expending a spell slot:

  • Aura of Life
  • Aura of Purity
  • Aura of Vitality
  • Crusader’s Mantle

Casting the spell in this way has the following effects:

  • The aura extends in a 15-foot radius around you
  • The aura can only effect up to 3 targets at once.
  • Creatures can benefit from this effect for 1 minute after exiting the aura's range.
  • The aura doesn't require concentration.

These conditions override any other stats the spell may have, the spell lasts until the end of your next turn.

Continuity

At 18th-level, you learn more ancestral movement. As a bonus action you can spend 6 mythic sparks to preform one of advanced ancestral dances. Preforming a dance allows you to grant any number of creatures of your choice within 60-feet, including yourself, one of the following effects for 1 minute.

  • Bravado - Targets can add double their Strength modifier to damage rolls. And gain advantage on Strength checks and Strength saves.
  • Celerity - Targets add double their Dexterity modifier to their AC. And gain advantage on Dexterity checks and Dexterity saves.
  • Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on Constitution checks and Constitution saves.
  • Allure - Targets add double their Charisma modifier to spell damage, and gain advantage on Charisma checks and Charisma saves.
  • Poise - Targets add double their Wisdom modifier to all saving throws, and gain advantage on Wisdom checks and Wisdom saves.
  • Precocity - Targets add double their Intelligence modifier to all skill checks, and gain advantage on Intelligence checks and Intelligence saves.
The Mystic Dancer Ancestral Gift

Mystic Dancer Spell List

The Seed Mother

The descendants of The Seed Mother were peaceful nature beings with connections to the forest rivaled only by druids. Although not as spiritually bound to the creatures of the wild as they are. They were much more linked to the forest, tending to the trees and plants so that they may grow strong and one day aid them in their time of need.

Nature Magic

When you take this subclass at 1st-level you gain proficiency in Strength saving throws and your spellcasting modifier becomes Strength instead of Intelligence.

Photosynthesis

At 2nd-level vines sprout from your fingernails and skin, and grow along your body, they nourish your skin and provide you benefits while in bright sunlight, when you roll hit dice and you are in bright sunlight you gain a bonus to the number of hit points recovered equal to your enchanter level times the number of hit dice rolled. In addition, as an action, you can recover a number of hit points equal to your level if you are in bright sunlight. You can recover hit points using this feature once and regain use after you finish a long rest. Additionally you gain the plant creature type.

Woodland Awakening

At 6th-level, when you cast a spell to summon a creature, any creatures summoned gain the plant creature type, as they become extensions of nature and the forest, for example if the spell summon lesser demons was cast, the demons summoned would instead be an awakened plant of equal of challenge rating. Additionally when you casts a spell or use a feature to summon creatures, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less.

Sprout

At 10th-level, you can call forth the forces of nature for 5 mythic sparks, you utter spiritual vows, sprouting plants from the earth around you. You choose what you wish to sprout.

  • One plant of challenge rating 2 or lower
  • Two plants of challenge rating 1 or lower
  • Four plants of challenge rating 1/2 or lower
  • Eight plants of challenge rating 1/4 or lower

The DM chooses the plants, such as needle blights or gas spores, and you choose the unoccupied spaces you can see within 60-feet where they appear. A sprouted plant loses it's magic and roots itself into the earth when it drops to 0 hit points or after 1 hour, the plant instead withers and dies if there is no suitable soil for itself at the end of it's duration. The plants are hostile to all creatures of your choice. Roll initiative for the sprouted plants as a group, which has its own turn. The plants pursue and attack the nearest creature that they deem a hazard to the best of their ability.

Overgrowth

At 14th-level, the vines along your body become more dense, and as they become more prominent, your control over them becomes stronger as well, as an action you can spend 4 mystic sparks to encase yourself or any creature of your choice within 60-feet in vines, encasing their body in thick plant life, choose between one of two effects.

  • The target is encased in a thick layer of vine armor that overlaps their skin and clothes, while under this effect, a creature gains temporary hit points equal to your level and has a bonus to their AC equal to your Strength modifier. The vine armor lasts for a minute or until the target has no more temporary hit points remaining.
  • The target is wrapped in sturdy compact vines that grasp the targets form tight, the target makes a Strength saving throw against your spell save DC, on a failure the target is restrained and silenced.
Wrath of Nature

At 18th-level, your size category increases by one, this change is purely statistical and has no effect on your characters actual size. You gain advantage on all strength checks and whenever your force a creature to make a saving throw, the target rolls with disadvantage. In addition to your size category increase, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

The Seed Mother Ancestral Gift

Seed Mother Spell List

The Elementalist

Fire. Water. Earth. Wind. The four elements that have long but endured the test of time. An Elementalist knows how and when to call upon each one of the elements, bending them in ways no other form of arcane could do with such grace and consistency.

Elemental Magic

When you take this subclass at 1st-level you gain proficiency in Wisdom saving throws and your spellcasting modifier becomes Wisdom instead of Intelligence.

Novice Weaver

At 2nd-level when you cast a spell of 1st-level or higher that deals acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, radiant, slashing, or thunder damage, you can spend 1 mythic spark to change the damage type of the spell to any other damage type on the list instead.

Willow's Wall

At 6th-level, your oldest ancestor, Willolen Whisperin teaches you one of her signature techniques, named the Willow's Wall, which allows you to control the elements in a very basic but powerful way at will. As an action, using 2 mythic sparks, you can conjure a wall at any place within 30-feet of you, the wall has the following attributes:

Each 5-foot section of the wall has [1 + your enchanter level] hit points. The walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall. You choose whether the wall is made of fire, water, thorns, or stone

  • Fire: The wall gains resistance to bludgeoning damage. A creature takes fire damage equal to your enchanter level when it enters the walls’s area for the first time on a turn or starts its turn there.
  • Water: The wall gains resistance to piercing damage. Creatures attempting to pass through the wall need to make a Dexterity saving throw against your spell save DC, on a failure the creature is knocked prone. A creature takes half your enchanter level in bludgeoning damage when it enters the walls' area for the first time on a turn or starts its turn there.
  • Thorns: Creatures attempting to pass through the wall must make a Strength saving throw against your spell save DC, on a failure the creature is restrained. A creature takes half your enchanter level in slashing damage when it enters the walls’s area for the first time on a turn or starts its turn there.
  • Stone: The wall gains resistance to slashing damage and its hit points are doubled.

The wall lasts until you dispel it as a bonus action or is destroyed.

Constituent Asperity

At 10th-level, your control of your environment surpasses your ancestors expectations. You learn the cantrips mold earth, shape water, control flames and gust', if you already know one of the spells, you gain the option to enhance the spell, you can move or manipulate up to 10x the cantrips usual size. For example shape water can manipulate up to a 50-foot cube of water. In addition the spells gain additional effects.

  • Enhanced Mold Earth: You can have all three of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action. Additionally you can spend 3 mythic sparks to cast transmute rock without expending a spell slot.
  • Enhanced Shape Water: You can have all three of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action. Additionally you can spend 3 mythic sparks to cast maelstrom without expending a spell slot.
  • Enhanced Control Flames: You can have all four of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action. Additionally you can spend 3 mythic sparks to cast immolation without expending a spell slot.
  • Enhanced Gust: You can have all three of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action. Additionally you can spend 3 mythic sparks to cast control winds without expending a spell slot.
Primordial Protection

At 14th-level, as an action you can spend 4 mythic sparks to choose a creature within 30-feet and grant them resistance to one damage type of you choice for eight hours.

Elemental Storm

At 18th-level, as an action you can spend 5 mythic sparks to cause an elemental storm to stir up in a 50-foot radius sphere centred on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects

  • Each creature on the ground in the area at the start of your turn must make a Strength saving throw. On a failed save, the creature is knocked prone.
  • Each creature airborne in the area must make a Dexterity saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.
  • The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.
  • Creatures in the area take fire or lightning damage (your choice) equal to your spellcasting ability when they are knocked prone

You can choose any number of creatures in the area to make immune to the effects of the storm.

The Elementalist Ancestral Gift

Elementalist Spell List

Mythic Techniques

Beast Tamer

You gain the ability to cast Speak with Animals at will, without expending a spell slot.

Baton Pass

Your selfless nature inspires you to find new ways to bend spells, in your best effort to aid your allies, you can cast any spell with a range of "self" as a touch spell on a willing creature. To be eligible the spell must not belong to the school of divination or enchantment.

Extended Hand

Your helpful nature incite's your ancestors to give you aid, lending you their hands to extend specific spells beyond their own limitations, spells with a range of "touch" have their range increased by 15-feet.

Famished Soul

You no longer need to eat or drink. And the time it takes you to finish a long rest is halved.

Improved Alleviate

You alleviate heals for 2 health per mythic spark spent instead of 1.

Lift of Akadi

Your weight is halved. And you can cast jump at-will without expending a spell slot.

Mending Recovery

Any magical healing you give or receive gains one additional die, for example 1st-level healing word is 2d4 instead of 1d4.

Mythic Dodge

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, or half damage on a failure. (Pre-requisite: 5th-level)

Mythic Escape

You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th-level)

Sundry Duty

If a spell or cantrip can target a fixed amount of creatures, you can target one additional creature with it. (Ex: Scorching Ray, Guidance, Teleport) The additional creature being targeted can not be yourself.

Quick Feet

Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement.

Enchanter Spell List

You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.

Cantrips

Guidance, Mage Hand, Encode Thoughts, Magic Stone, Message, Prestidigitation, Spare the Dying, Thaumatergy

1st Level

Alarm, Bane, Color Spray, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Find Familiar, Floating Disk, Fog Cloud, Grease, Healing Word, Identify, Illusory Script, Mage Armor, Protection from Evil and Good, Purify Food and Drinks, Sanctuary, Shield.

2nd Level

Augury, Blindness/Deafness, Crown of Madness, Darkness, Darkvision, Detect thoughts, Enhance Ability, Find Steed, Find Traps, Flock of Familiars, Gentle Repose, Gift of Gab, Hold Person, Knock, Lesser Restoration, Locate Object, Mental Barrier, Nystul's Magic Aura, Prayer of Healing, Ray of Enfeeblement, Rope Trick, See Invisibility, Skywrite, Suggestion, Thought Shield, Web, Zone of Truth.

3rd Level

Beacon of Hope, Bestow Curse, Catnap, Clairvoyance, Counterspell, Create Food and Water, Daylight, Dispel Magic, Fast Friends, Glyph of Warding, Incite Greed, Leomund's Tiny Hut, Life Transference, Magic Circle, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Sending, Tongues, Water Breathing, Water Walk.

4th Level

Arcane Eye, Banishment, Compulsion, Confusion, Death Ward, Dimension Door, Divination, Dominate Beast, Ego Whip, Find Greater Steed, Loemund's Secret Chest, Locate Creature, Polymorph, Private Sanctum.

5th Level

Antilife Shell, Awaken, Commune, Contact Other Plane, Dispell Evil and Good, Greater Restoration, Hold Monster, Intellect Fortress, Legend Lore, Mass Cure Wounds, Modify Memory, Passwall, Planar Binding, Reincarnate, Scrying, Skill Empowerment, Telekinesis, Telepathic Bond, Teleportation Circle.

6th Level

Arcane Gate, Contingency, Find the Path, Globe of Invulnerability, Guards and Wards, Heal, Instant Summons, Magic Jar, Planar Ally, Soul Cage, True Seeing.

7th Level

Divine Word, Etherealness, Forcecage, Magnificent Mansion, Resurrection, Temple of the Gods.

8th Level

Animal Shapes, Antimagic Field, Antipathy/Sympathy, Control Weather, Dominate Monster, Feedblemind, Mighty Fortress, Power Word Stun, Telepathy.

9th Level

Astral Projection, Foresight, Gate, Imprisonment, Mass Heal, Mass Polymorph, Power Word Heal, Power Word Kill, Shapechange, True Polymorph, Wish.

Inferno Fiend Spell List

As an abandoner of the ancestors way, you gain the following spells that you can learn for your spell list.

Cantrips

Create Bonfire, Produce Flame.

1st-level

Burning Hands, Hellish Rebuke.

2nd-level

Aganazzar's Scorcher, Heat Metal.

3rd-level

Fireball, Melf's Minute Meteors.

4th-level

Fire Shield, Wall of Fire.

5th-level

Flame Strike, Immolation.

6th-level

Investiture of Flame.

7th-level

Delayed Blast Fireball.

8th-level

Incendiary Cloud.

9th-level

Meteor Swarm.

Fey Trickster Spell List

As a descendant of The Fey Trickster, you gain the following spells that you can learn for your spell list.

Cantrips

Mind Sliver, Minor Illusion

1st-level

Disguise Self, Distort Value

2nd-level

Blur, Invisibility

3rd-level

Hypnotic Pattern, Major Image

4th-level

Greater Invisibility, Hallucinatory Terrain

5th-level

Dream, Mislead

6th-level

Programmed Illusion

7th-level

Project Image

8th-level

Illusory Dragon

9th-level

Weird

Spirit Warden Spell List

As a descendant of The Spirit Warden you gain the following spells that you can learn for your spell list.

Cantrips

Blade Ward, Mending, Resistance.

1st-level

Armor of Agathys, Heroism

2nd-level

Aid, Enthrall.

3rd-level

Beacon of Hope, Crusader's Mantle.

4th-level

Banishment, Sickening Radiance.

5th-level

Hallow, Wall of Force

6th-level

Heroes Feast.

7th-level

Regenerate.

8th-level

Holy Aura.

9th-level

Invulnerability.

Mystic Dancer Spell List

As a descendant of The Mystic Dancer you gain the following spells that you can learn for your spell list.

Cantrips

Dancing Lights.

1st-level

Expeditious Retreat, Feather Fall, Jump, Longstrider.

2nd-level

Pass without Trace, Spider Climb.

3rd Level

Haste, Slow.

4th-level

Charm Monster, Freedom of Movement

5th-level

Dominate Person, Far Step.

6th-level

Wind Walk.

7th-level

Reverse Gravity

8th-level

Glibness

9th-level

Time Stop

Seed Mother Spell List

As a descendant of The Seed Mother you gain the following spells that you can learn for your spell list.

Cantrips

Druidcraft, Shillelagh, Thorn Whip.

1st-level

Entangle, Goodberry.

2nd-level

Barkskin, Spike Growth.

3rd Level

Conjure Animals, Plant Growth.

4th-level

Conjure Minor Elementals, Conjure Woodland Beings.

5th-level

Commune with Nature, Conjure Elemental.

6th-level

Conjure Fey

7th-level

Conjure Celestial

8th-level

Maze

9th-level

Imprisonment

Elementalist Spell List

As a descendant of The Elementalist you gain the following spells that you can learn for your spell list.

Cantrips

Mold Earth, Shape Water, Control Flames.

1st-level

Absorb Elements, Earth Tremor.

2nd-level

Earthbind, Warding Wind.

3rd Level

Elemental Weapon, Wall of Water.

4th Level

Control Water, Elemental Bane.

5th-level

Conjure Elemental, Control Winds.

6th-level

Move Earth.

7th-level

Prismatic Spray.

8th-level

Tsunami.

9th-level

Prismatic Wall.

Multiclassing

Prerequisites. To qualify for multiclassing into the Enchanter class, you must meet these prerequisites: At least 11 intelligence.

Proficiencies. When you multiclass into the Enchanter class, you gain two of the following proficiencies of your choice: Medicine, Survival, History, Arcana.


Back to Main Page 5e Homebrew Classes

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