Enchanter (3.5e Class)
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[[Image: | frame | none| a magic sword crafted by enchanter himself granting him cold resistence]]
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[edit] Enchanter
A few unintelligible words and fleeting gestures carry more power then a battleaxe, when they are the words and gestures of a enchanter. these simple acts make magic seem easy, but they only hint at the time a enchanter has spent over their spell book preparing each spell for casting, and the years before that in apprenticeship learning the art of magic. Enchanters depend on intensive study to create their magic and magic gear. They examine musty old tomes, debate magic theory with their peers, and practice minor magics everywhere they can. enchanters of this type must spend much time learning what craft skills they will use to help them with making her magic items.
[edit] Making a Enchanter
The strong points for a enchanter are their ability work great in groups with their buffs and enchanting, keep in mind though that this is a spell caster with very little combat focus. Her ability to enchant her targets proves a great help in combat settings. And the ability to enchant her party members gear makes them very appreciative.
Abilities: Intelligence determines how many spells she can cast and how hard those spells are to resist. A high dexterity score is helpful for a Enchanter, who typically wears little or no armor because it provides a bonus to her AC. A good Constitution score gives a Enchanter extra hit points, a resource that she is very low on.
Races: Any.
Alignment: Any. a few of the enchanters spells have Alignment requirements to be able to cast.
Starting Gold: 4d4×10 gp (80 gp).
Starting Age:As wizard.
| Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | ||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | |||||||||||||||||||||||||||||||||||||||||||||
| 1st | +o | +0 | +0 | +2 | Pick A Pet, Scribe Scroll, Item Creation Natural, magic item Natural | 3 | 1 | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +0 | +2 | 3 | 2 | — | — | — | — | — | |||||||||||||||||||||||||||||||||||||||||||
| 3rd | +1 | +1 | +1 | +2 | master spell | 3 | 3 | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||
| 4th | +2 | +1 | +1 | +3 | 4 | 3 | 1 | — | — | — | — | |||||||||||||||||||||||||||||||||||||||||||
| 5th | +2 | +1 | +1 | +3 | bonus feat | 5 | 4 | 2 | — | — | — | |||||||||||||||||||||||||||||||||||||||||||
| 6th | +3 | +2 | +2 | +3 | combat intelligence | 5 | 5 | 2 | 1 | — | — | — | ||||||||||||||||||||||||||||||||||||||||||
| 7th | +3 | +2 | +2 | +4 | 5 | 5 | 3 | 1 | — | — | — | |||||||||||||||||||||||||||||||||||||||||||
| 8th | +4 | +2 | +2 | +4 | 5 | 5 | 3 | 2 | — | — | — | |||||||||||||||||||||||||||||||||||||||||||
| 9th | +4 | +3 | +3 | +4 | 5 | 5 | 4 | 2 | 1 | — | — | |||||||||||||||||||||||||||||||||||||||||||
| 10th | +5 | +3 | +3 | +5 | master spell, bonus feat | 5 | 5 | 4 | 3 | 1 | — | — | ||||||||||||||||||||||||||||||||||||||||||
| 11th | +5 | +3 | +3 | +5 | 5 | 5 | 5 | 3 | 2 | — | — | |||||||||||||||||||||||||||||||||||||||||||
| 12th | +6/+1 | +4 | +4 | +5 | 5 | 5 | 5 | 4 | 2 | 1 | — | |||||||||||||||||||||||||||||||||||||||||||
| 13th | +6/+1 | +4 | +4 | +6 | 5 | 5 | 5 | 4 | 3 | 1 | — | |||||||||||||||||||||||||||||||||||||||||||
| 14th | +7/+2 | +4 | +4 | +6 | 5 | 5 | 5 | 5 | 3 | 2 | — | |||||||||||||||||||||||||||||||||||||||||||
| 15th | +7/+2 | +5 | +5 | +6 | bonus feat | 5 | 5 | 5 | 5 | 4 | 2 | 1 | ||||||||||||||||||||||||||||||||||||||||||
| 16th | +8/+3 | +5 | +5 | +7 | 5 | 5 | 5 | 5 | 4 | 3 | 1 | |||||||||||||||||||||||||||||||||||||||||||
| 17th | +8/+3 | +5 | +5 | +7 | master spell | 5 | 5 | 5 | 5 | 5 | 3 | 2 | ||||||||||||||||||||||||||||||||||||||||||
| 18th | +9/+4 | +6 | +6 | +7 | 5 | 5 | 5 | 5 | 5 | 4 | 2 | |||||||||||||||||||||||||||||||||||||||||||
| 19th | +9/+4 | +6 | +6 | +8 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | |||||||||||||||||||||||||||||||||||||||||||
| 20th | +10/+5 | +6 | +6 | +8 | bonus feat | 5 | 5 | 5 | 5 | 5 | 5 | 3 | ||||||||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft(all skills, taken individually), (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).
[edit] Class Features
Enchanters will use their master spell to craft powerful magic items. All of the following are class features of the enchanter.
Weapon and Armor Proficiency: Enchanters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Enchanter’s movements, which can cause her spells with somatic components to fail.
Spells: A Enchanter casts arcane and divine spells. Like a wizard the Enchanter also must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the Enchanter must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Enchanter’s spell is 10 + the spell level + the Enchanter’s Intelligence modifier.
Like other spell casters, a Enchanter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Enchanter. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a Enchanter may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Enchanter decides which spells to prepare.
Spellbooks: A Enchanter must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all Enchanter can prepare from memory.
A Enchanter begins play with a spellbook containing all 0-level Enchanter spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Enchanter has, the spellbook holds one additional 1st-level spell of your choice. At each new Enchanter level, she gains two new spells of any spell level or levels that she can cast (based on her new Enchanter level) for her spellbook. At any time, a Enchanter can also add spells found in other Enchanter's and wizards’ spellbooks to her own.
Enchanter's choose their spells from the following list:
0—resistance,flare, light, mage hand, mending, open/close, arcane mark, doom, sleep, jump, speak with animals, bless, feather fall, create food and water, dancing lights, read magic, detect magic, permanency, sanctuary, Daze, Bless Water,
1st—grease, Entropic Shield, disguise self, summon monster I, cure light wounds, magic stone, shatter, charm animals, shield other, Bear's endurance, mage armor, comprehend languages, web, spider climb, cats grace, shield other, endure element, faerie fire, obscuring mist, pass without trace, longstrider, bane, bless, Calm Animals , Charm Person, Command, Hypnotism, Bless Weapon, Enlarge Person,
2nd—melf's acid arrow, bull's strength, invisibility, silence, resist energy, continual flame, flame blade, chill metal, blindness/deafness, scorching ray, blur, bearskin, secret page, levitate, see invisibility, darkvision, eagles splendor, protection from energy, heat metal, chill metal, owl's wisdom, warp wood, aid, Animal Messenger, Animal Trance , Calm Emotions, Enthrall, Zone of Truth, Fox’s Cunning ,
3rd—searing light, fly, haste, tongues, water breathing, gaseous form, clairaudience/clairvoyance, keen edge, daylight, blink, nondetection, water walk, glyph of warding, magic fang greater, arcane sight, shrink item, spell immunity, Daze Monster, Deep Slumber, Good Hope, Ironwood,
4th—stone skin, freedom of movement, summon nature's ally IV, chaos hammer, orders wrath, holy blight, divine power, poison, fear, locate creature, imbue with spell ability, otiluke's resilient sphere, polymorph, displacement, spell resistance, Confusion, Crushing Despair, Reincarnate, Rusting Grasp,
5th—baleful polymorph, telekinesis, enervation, slay living, wall of force, shield of faith, leomund's secret chest, righteous might, fabricate, overland flight, scrying, anitmagic field, Bolts of Bedevilment, Charm Monster, Feeblemind, Disrupting Weapon, Passwall,
6th—Animate Object, disintegrate , heal, plane shift, true seeing, circle of death, harm, summon monster VI, control water, repulsion, Geas/Quest,
Pick A Pet : A 1st level enchanter may pick from Summon familiar or Animal companion
Item Creation Natural : the enchanter is a born natural at item creation, granting them a +2 to caster lvl when gaining item creation feats and +2 to their caster lvl when using those feats
magic item Natural : the enchanter is a born natural at using magic items, they can use any magic item as if they are proficient with it. the effect only last when this item is equipped. When a enchanter uses a magic item he gains a +2 to any roles using a magic item that stacks with the magic items normal bonus or damage.
master spell : at 3rd lvl and every 7 lvl's after(3rd/1,10th/2,17th/3)Enchanter's gains the ability to cast a master spell, this spell dose not need to be studied like other enchanter spells and dose not require any components. when casting a spell from this list you cast it at X2 your current caster level for enchanting items only.
ethereal jaunt, wish, spell turning, control undead, mordenkainen's sword, fingers of death, resurrection, mind blank, Changestaff, mass charm monster, holy aura, regenerate, prismatic sphereas prismatic wall, but surrounds on all sides,Binding, Demand, Iron Body, Polymorph Any Object, etherealness, gate, refuge, Antipathy,
bonus feats : At 5th, 10th, 15th, and 20th level, a enchanter gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The enchanter must still meet all prerequisites for a bonus feat, including caster level minimums.
combat intelligence : A 7th lvl enchanter has spent much time inside combat and studying the art of it. At this lvl a enchanter gains her Intelligence modifier to her ac bonus as a deflection modification.
[edit] Ex-Enchanter's
A enchnter who no longer takes lvls in the enchanter class losses her master spell ability's, magic item natural, and item creation natural, but retains all other class features.
[edit] Elf Enchanter Starting Package
Weapons: Dagger, quarterstaff
Skill Selection: Arcana, History, Religion, Diplomacy, Intimidate, Bluff
| Skill | Ranks | Ability | Armor Check Penalty |
|---|---|---|---|
| <-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbrieviated key ability-> | <-armor check penalty based on starting armor. If innapplicable put "—"-> |
| <-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbrieviated key ability-> | <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
[edit] Campaign Information
[edit] Playing a Enchanter
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
[edit] Enchanter's in the World
"Enchantment is the power of mind, the power to halt enemies on a whim, and the power to make your most terrible foes desperately seek your love"- Sariel Rianadon, Eladrin Enchantress
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
'Notables:
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
[edit] Enchanter Lore
Characters with ranks in <-the appropriate skills-> can research Enchanter's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 5 | <-common knowledge->. |
| 10 | <-not so common knowledge->. |
| 15 | <-rare information->. |
| 20 | <-very rare information->. |
[edit] Enchanter's in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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