https://www.dandwiki.com/w/api.php?action=feedcontributions&user=CallMeCoco&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T08:28:20ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739704Enchanter (5e Class)2023-06-22T16:28:22Z<p>CallMeCoco: /* The Seed Mother */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an Enchanter spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to the spells level. This cost is halved for Illusion spells (rounded up.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
Aditionally, at 2nd you learn the spell Summon Beast and can cast it without expending a spell slot by expending 1 mythic spark, increasing the spells level by 1 for every 2 additonal mythic sparks expended up to a maximum of 5 mythic sparks. This spell does not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
Additionally, you learn one of the following spells: Summon Fey, Summon Lesser Demons, Summon Shadowspawn or Summon Undead. You can choose an additional spell from this list to learn at 10th level. These spells does not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Magic Circle (5e Spell)|magic circle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars radius, damage and healing increase when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + half your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 10-feet wide and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature attempting to pass through the wall takes fire damage equal to half your enchanter level.<br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. A creature attempting to pass through the wall must make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts for a minute or until it is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on yourself or your star, the storm lasts for 1 minute and requires concentration from you or your spirit guardian. The storm creates the following effects:<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. (Pre-requisite: 10th level) <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739703Enchanter (5e Class)2023-06-22T16:26:55Z<p>CallMeCoco: /* The Seed Mother */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an Enchanter spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to the spells level. This cost is halved for Illusion spells (rounded up.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
Aditionally, at 2nd you learn the spell Summon Beast and can cast it without expending a spell slot for up to 1 mythic sparks, increasing the spells level by 1 for every 2 additonal mythic sparks expended up to a maximum of 5 mythic sparks. This spell does not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
Additionally, you learn one of the following spells: Summon Fey, Summon Lesser Demons, Summon Shadowspawn or Summon Undead. This spell does not count towards your number of known spells in the Spells Known column of the Enchanter table. You can choose an additional spell from this list to learn at 10th level.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Magic Circle (5e Spell)|magic circle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars radius, damage and healing increase when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + half your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 10-feet wide and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature attempting to pass through the wall takes fire damage equal to half your enchanter level.<br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. A creature attempting to pass through the wall must make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts for a minute or until it is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on yourself or your star, the storm lasts for 1 minute and requires concentration from you or your spirit guardian. The storm creates the following effects:<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. (Pre-requisite: 10th level) <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739700Enchanter (5e Class)2023-06-22T16:12:09Z<p>CallMeCoco: /* The Spirit Warden */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an Enchanter spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to the spells level. This cost is halved for Illusion spells (rounded up.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Magic Circle (5e Spell)|magic circle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars radius, damage and healing increase when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + half your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 10-feet wide and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature attempting to pass through the wall takes fire damage equal to half your enchanter level.<br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. A creature attempting to pass through the wall must make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts for a minute or until it is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on yourself or your star, the storm lasts for 1 minute and requires concentration from you or your spirit guardian. The storm creates the following effects:<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. (Pre-requisite: 10th level) <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739699Enchanter (5e Class)2023-06-22T16:11:44Z<p>CallMeCoco: /* The Fey Trickster */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an Enchanter spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to the spells level. This cost is halved for Illusion spells (rounded up.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Magic Circle (5e Spell)|magic circle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars radius, damage and healing increase when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + half your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 10-feet wide and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature attempting to pass through the wall takes fire damage equal to half your enchanter level.<br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. A creature attempting to pass through the wall must make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts for a minute or until it is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on yourself or your star, the storm lasts for 1 minute and requires concentration from you or your spirit guardian. The storm creates the following effects:<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. (Pre-requisite: 10th level) <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739697Enchanter (5e Class)2023-06-22T15:58:31Z<p>CallMeCoco: /* Enchanter Spell List */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Magic Circle (5e Spell)|magic circle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars radius, damage and healing increase when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + half your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 10-feet wide and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature attempting to pass through the wall takes fire damage equal to half your enchanter level.<br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. A creature attempting to pass through the wall must make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts for a minute or until it is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on yourself or your star, the storm lasts for 1 minute and requires concentration from you or your spirit guardian. The storm creates the following effects:<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. (Pre-requisite: 10th level) <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739696Enchanter (5e Class)2023-06-22T15:58:11Z<p>CallMeCoco: /* The Astral Aspect */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Magic Circle (5e Spell)|magic circle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars radius, damage and healing increase when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + half your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 10-feet wide and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature attempting to pass through the wall takes fire damage equal to half your enchanter level.<br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. A creature attempting to pass through the wall must make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts for a minute or until it is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on yourself or your star, the storm lasts for 1 minute and requires concentration from you or your spirit guardian. The storm creates the following effects:<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. (Pre-requisite: 10th level) <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739692Enchanter (5e Class)2023-06-22T15:49:41Z<p>CallMeCoco: /* Mythic Techniques */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars radius, damage and healing increase when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + half your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 10-feet wide and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature attempting to pass through the wall takes fire damage equal to half your enchanter level.<br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. A creature attempting to pass through the wall must make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts for a minute or until it is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on yourself or your star, the storm lasts for 1 minute and requires concentration from you or your spirit guardian. The storm creates the following effects:<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. (Pre-requisite: 10th level) <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739691Enchanter (5e Class)2023-06-22T15:48:00Z<p>CallMeCoco: /* The Astral Aspect */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars radius, damage and healing increase when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + half your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 10-feet wide and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature attempting to pass through the wall takes fire damage equal to half your enchanter level.<br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. A creature attempting to pass through the wall must make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts for a minute or until it is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on yourself or your star, the storm lasts for 1 minute and requires concentration from you or your spirit guardian. The storm creates the following effects:<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739685Enchanter (5e Class)2023-06-22T15:29:18Z<p>CallMeCoco: /* The Spirit Warden */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, when you finish a long rest you gain resistance to one damage type of your choice until the end of your next long rest.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 yourself and a number of willing creatures equal to your profeciency bonus and create a mystic connection between yourself and the targets. While a warded creature is within 60 feet of another warded creature, it gains a bonus to its armor class and saving throws equal to half your profeciency bonus, and gains the resistance granted by your Spirt Barrier feature. This effect ends when you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars cost, radius, damage and healing modify when you reach 5th level (1 spark, 10 feet, 2d10), 11th level (0 sparks, 15 feet, 3d10), and 17th level (regain 1 spark, 20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend up to 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points per 5 foot section and the walls AC is equal to [8 + your spellcasting modifier]. The wall is a number of feet wide equal to 5 times the number of mythic sparks expended and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739684Enchanter (5e Class)2023-06-22T15:21:04Z<p>CallMeCoco: /* The Astral Aspect */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Word of Radiance (5e Spell)|word of radiance]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars cost, radius, damage and healing modify when you reach 5th level (1 spark, 10 feet, 2d10), 11th level (0 sparks, 15 feet, 3d10), and 17th level (regain 1 spark, 20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend up to 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points per 5 foot section and the walls AC is equal to [8 + your spellcasting modifier]. The wall is a number of feet wide equal to 5 times the number of mythic sparks expended and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739683Enchanter (5e Class)2023-06-22T15:15:15Z<p>CallMeCoco: Granting access to summoning spells rather than an additional form of summon that didn't cost concentration.</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life.<br />
<br />
;{{#anc:Sprout}}<br />
At 10th level, you can call forth the forces of nature, bending the ancient seed mother's magics to your liking, choose 2 spells from any classes spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells must be affected by your Woodling Awakening feature, meaning they must create, conjure or summon a type of creature that does not already have the plant creature type.<br />
<br />
The chosen spells count as enchanter spells for you and do not count towards your number of known spells in the Spells Known column of the Enchanter table.<br />
<br />
You learn two additional spells at 14th level and again at 18th level.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
Additionally when you summon creatures through a spell or class feature, you summon one additional creature with a challenge rating equal to half the summoned creatures challenge rating or less. <br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Sacred Flame (5e Spell)|sacred flame]], [[Word of Radiance (5e Spell)|word of radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars cost, radius, damage and healing modify when you reach 5th level (1 spark, 10 feet, 2d10), 11th level (0 sparks, 15 feet, 3d10), and 17th level (regain 1 spark, 20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend up to 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points per 5 foot section and the walls AC is equal to [8 + your spellcasting modifier]. The wall is a number of feet wide equal to 5 times the number of mythic sparks expended and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739682Enchanter (5e Class)2023-06-22T15:00:17Z<p>CallMeCoco: additional control over seed mothers summoning purpose</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Sacred Flame (5e Spell)|sacred flame]], [[Word of Radiance (5e Spell)|word of radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars cost, radius, damage and healing modify when you reach 5th level (1 spark, 10 feet, 2d10), 11th level (0 sparks, 15 feet, 3d10), and 17th level (regain 1 spark, 20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend up to 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points per 5 foot section and the walls AC is equal to [8 + your spellcasting modifier]. The wall is a number of feet wide equal to 5 times the number of mythic sparks expended and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739681Enchanter (5e Class)2023-06-22T14:52:54Z<p>CallMeCoco: /* The Astral Aspect */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Sacred Flame (5e Spell)|sacred flame]], [[Word of Radiance (5e Spell)|word of radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars cost, radius, damage and healing modify when you reach 5th level (1 spark, 10 feet, 2d10), 11th level (0 sparks, 15 feet, 3d10), and 17th level (regain 1 spark, 20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, you can expend up to 4 mythic sparks, conjuring a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points per 5 foot section and the walls AC is equal to [8 + your spellcasting modifier]. The wall is a number of feet wide equal to 5 times the number of mythic sparks expended and up to 10-feet tall, acting as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to any magical damage. A cosmic wall blessed by the moon curves in a crescent-like shape, providing full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw against your spell save DC at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739680Enchanter (5e Class)2023-06-22T14:47:02Z<p>CallMeCoco: /* The Astral Aspect */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Sacred Flame (5e Spell)|sacred flame]], [[Word of Radiance (5e Spell)|word of radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a fledgeling star, the star is 1d12 inches in size and glows blue, yellow or red, (your choice) shedding bright light in a 10-foot radius and dim light for an additional 10 feet. It remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
When you gain mythic sparks at 2nd level, you can use Alleviate and Empower as if you were in the stars location.<br />
<br />
As a bonus action, you can command the star to teleport to an unoccupied space of your choice within 60 feet, expending 2 mythic sparks when you do so causes it to glow radiantly until the start of your next turn. The stars radiant glow engulfs an area within a 5 foot radius. A creature you designate as friendly is embraced by the warmth of it's light, regaining 1d10 hit points when it starts its turn in the stars radius or enters it for the first time on it's turn. A creature you designate as hostile is scorched by the shining rays and must make a Dexterity saving throw when it ends its turn in the stars radius, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars cost, radius, damage and healing modify when you reach 5th level (1 spark, 10 feet, 2d10), 11th level (0 sparks, 15 feet, 3d10), and 17th level (regain 1 spark, 20 feet, 4d10). <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739677Enchanter (5e Class)2023-06-22T14:29:40Z<p>CallMeCoco: /* Enchanter Spell List */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Sacred Flame (5e Spell)|sacred flame]], [[Word of Radiance (5e Spell)|word of radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Create or Destroy Water (5e Spell)|create or destroy water]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Faerie Fire (5e Spell)|faerie fire]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739676Enchanter (5e Class)2023-06-22T14:27:26Z<p>CallMeCoco: /* Enchanter Spell List */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Sacred Flame (5e Spell)|sacred flame]], [[Word of Radiance (5e Spell)|word of radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Command (5e Spell)|command]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
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[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739675Enchanter (5e Class)2023-06-22T14:26:51Z<p>CallMeCoco: /* Enchanter Spell List */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Sacred Flame (5e Spell)|sacred flame]], [[Word of Radiance (5e Spell)|word of radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Cause Fear (5e Spell)|cause fear]], [[Ceremony (5e Spell)|ceremony]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
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[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739674Enchanter (5e Class)2023-06-22T14:25:44Z<p>CallMeCoco: /* Enchanter Spell List */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Sacred Flame (5e Spell)|sacred flame]], [[Word of Radiance (5e Spell)|word of radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Absorb Elements (5e Spell)|Absorb Elements]], [[Alarm (5e Spell)|alarm]], [[Bane (5e Spell)|bane]], [[Bless (5e Spell)|bless]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
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[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739673Enchanter (5e Class)2023-06-22T14:24:05Z<p>CallMeCoco: /* The Astral Aspect */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || [[Sacred Flame (5e Spell)|sacred flame]], [[Word of Radiance (5e Spell)|word of radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Silvery Barbs (5e Spell)|silvery barbs]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Wither and Bloom (5e Spell)|wither and bloom]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
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[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739671Enchanter (5e Class)2023-06-22T14:17:40Z<p>CallMeCoco: /* Mythic Techniques */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 hit points per mythic spark expended instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
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[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739670Enchanter (5e Class)2023-06-22T14:16:51Z<p>CallMeCoco: /* Mythic Techniques */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die of healing. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
If a spell or cantrip can target a fixed number of creatures, you can target one additional creature with it. (Ex: ''Scorching Ray'', ''Guidance'', ''Teleport'') The additional creature being targeted can not be yourself. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739669Enchanter (5e Class)2023-06-22T14:14:08Z<p>CallMeCoco: /* The Seed Mother */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 5 mystic sparks to encase a number of creatures of your choice within 60-feet equal to your profeciency bonus in vines, trapping them in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. The target can repeat this saving throw at the end of each of it's turns, ending the effect early on a success.<br />
<br />
;{{#anc:Nature's Fury}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739668Enchanter (5e Class)2023-06-22T14:07:10Z<p>CallMeCoco: Touchups</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection and your magic can not be magically detected.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception or investigation checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
* The target becomes deafened for a minute. It can repeat the saving throw at the end of each of it's turns, ending the effect early on a success.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a spell, you can either teleport to any unoccupied space you can see within 30-feet, or become invisible until the start of your next turn, additionally you gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier + your profeciency bonus, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 120 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast misty step or any illusion spell that targets yourself, your manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739667Enchanter (5e Class)2023-06-22T13:55:14Z<p>CallMeCoco: /* Hover */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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. Additionally you can use Alleviate and Empower as a bonus action.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739666Enchanter (5e Class)2023-06-22T13:54:42Z<p>CallMeCoco: /* Mythic Spark */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus and fuse the sparks energy into yourself or a willing creature, the creature may then add half your profeciency bonus for each mythic spark you've spent to any one attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
As an action you can expend up to a number of mythic sparks equal to your profeciency bonus, turning them into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, creatures of your choice recover hit points equal to the amount of mythic sparks expended when they enter the area for the first time, and half as much thereafter when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739665Enchanter (5e Class)2023-06-22T13:47:59Z<p>CallMeCoco: /* The Mystic Dancer */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expert Tempo}}<br />
At 1st 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. Additionally when you gain Empower at 2nd level, you can target up to a number of creatures equal to your profeciency bonus.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend up to 6 mythic sparks to preform one of your ancestral dances. Preforming a dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 hour.<br />
* Step of the Wind: The target's walking speed and jump distance are doubled.<br />
* Rise in Spirit: The target gains a climbing speed equal to double it's walking speed and can not be tracked or detected by magical or non-magical means.<br />
* Ride the Waves: The target gains a swimming speed equal to double its walking speed and can breath underwater.<br />
* Like a Feather: The target gains a flying speed equal to half it's walking speed and takes no damage from falling.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend up to 6 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects a number of creatures equal to half the mythic sparks expended, rounded down (to a minimum of 0.)<br />
* Your spirit guardian can ignore its usual restrictions when concentrating on this spell.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can expend up to 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant a number of creatures of your choice within 30-feet equal to the number of mythic sparks expended, one of the following effects of its choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - The target adds your spellcasting modifier to the damage rolls of their melee attacks, and gains advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - The target adds your spellcasting modifier to their AC, and gains advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - The target's hit point maximum and current hit points increase by any amount equal to your double spellcasting modifier, and gains advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - The target adds your spellcasting modifier to the damage rolls of their spell attacks, and gains advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - The target adds your spellcasting modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - The target adds your spellcasting modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739662Enchanter (5e Class)2023-06-22T13:14:54Z<p>CallMeCoco: clarity adjustments</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus, taking the higher roll. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739661Enchanter (5e Class)2023-06-22T13:11:56Z<p>CallMeCoco: /* The Inferno Fiend */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to reroll a number of the damage dice up to your profeciency bonus. Additionally your damaging spells do double damage to plants and plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 and the target loses any resistances or immunities to fire damage it has. If a target drops to 0 hit points before the curse ends, you can use a bonus action on a subsequent turn of yours to move one curse a new creature. A remove curse cast on the target ends this spell early. Additionally you gain immunity to fire damage.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739659Enchanter (5e Class)2023-06-22T12:58:38Z<p>CallMeCoco: /* The Inferno Fiend */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739658Enchanter (5e Class)2023-06-22T12:55:55Z<p>CallMeCoco: /* Enchanter Spell List */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Invisibility (5e Spell)|invisibility]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739657Enchanter (5e Class)2023-06-22T12:55:17Z<p>CallMeCoco: /* The Fey Trickster */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Mirror Image (5e Spell)|mirror image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739656Enchanter (5e Class)2023-06-22T12:53:36Z<p>CallMeCoco: /* The Fey Trickster */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st level you learn the art of switchcraft, when casting an illusion spell, you can choose to cast it without expending a spell slot by expending mythic sparks equal to half the spells level (rounded down.)<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739655Enchanter (5e Class)2023-06-22T12:51:21Z<p>CallMeCoco: /* The Seed Mother */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Wrath of Nature (5e Spell)|wrath of nature]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739654Enchanter (5e Class)2023-06-22T12:49:40Z<p>CallMeCoco: equalizing spell amounts</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739653Enchanter (5e Class)2023-06-22T12:48:39Z<p>CallMeCoco: granted by mystic dancer</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739652Enchanter (5e Class)2023-06-22T12:46:30Z<p>CallMeCoco: granted by spirit warden</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739651Enchanter (5e Class)2023-06-22T12:45:44Z<p>CallMeCoco: /* The Spirit Warden */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739650Enchanter (5e Class)2023-06-22T12:44:09Z<p>CallMeCoco: comfortable scaling</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to half your Enchanter level.<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739649Enchanter (5e Class)2023-06-22T12:37:32Z<p>CallMeCoco: /* Enchanter Spell List */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
''[[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739648Enchanter (5e Class)2023-06-22T12:34:41Z<p>CallMeCoco: Differentiating enemies and allies, same with previous change.</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature of your choice is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739647Enchanter (5e Class)2023-06-22T12:33:46Z<p>CallMeCoco: /* Mythic Spark */</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, creatures of your choice recover hit points equal to the amount of mythic sparks expended when it enters the area for the first time, and half as much when it starts its turn within it. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1739646Enchanter (5e Class)2023-06-22T12:31:50Z<p>CallMeCoco: Limiting the effectiveness of summoning spells and other</p>
<hr />
<div><br />
== Enchanter ==<br />
<br />
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 specialized enchanters can still bring many aspects to a party. Some gain the knowledge from their vampiric ancestors to enchant their own physical form to take the role as a front-line defender. Some are 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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 its 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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Herbalism kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=3d4*10gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13=<br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown on the mythic spark table. Mythic sparks are crystallized 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:<br />
<br />
;Empower<br />
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 attack roll, ability check, saving throw, or damage roll of their choice within the next hour, after which the sparks strength fades.<br />
<br />
;Alleviate<br />
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, and half as much when it starts its turn there. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish a long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick. You can cast any enchanter cantrip with a casting time of 1 action as a bonus action. This ability can be used a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 damage. Anyone who can see or hear the critter is aware that it is intangible.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
When you cast a spell that requires concentration, your spirit guardian is capable of holding concentration on that spell instead. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. Make concentration checks as normal to maintain concentration through your spirit guardian when you are damaged, making a single concentration check at disadvantage if both you and your spirit guardian are concentrating on a spell at the same time.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
Your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to yourself or a creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]], [[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Binding Pact (5e Spell)|binding pact]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Wis}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1582774Enchanter (5e Class)2022-03-18T01:01:32Z<p>CallMeCoco: I'll be re-releasing this class one day on my own website.</p>
<hr />
<div>{{delete|19:01, 17 March 2022 (MDT)|Request of sole significant contributor}}<br />
<br />
== Enchanter ==<br />
<br />
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 specialized 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Healer's kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13={{inpage|Faith}} <br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extrasonleft=1<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Unarmored Defense ====<br />
While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown 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:<br />
<br />
;Empower<br />
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.<br />
<br />
;Alleviate<br />
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, and half as much when it starts its turn there. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick, you can cast any enchanter cantrip as a bonus action.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 cannot be targeted by any attack.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
Your spirit guardian is capable of holding concentration on one concentration spell for you at a time. Make a single concentration check to maintain both spells when damaged, this check is made at disadvantage when concentrating on more than one spell at once.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
At 1st level, your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to a yourself or creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]],[[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]<br />
''Italic text''</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1582741Enchanter (5e Class)2022-03-17T23:35:19Z<p>CallMeCoco: /* Creating an Enchanter */</p>
<hr />
<div>== Enchanter ==<br />
<br />
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 specialized 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies in battle rather than fighting their own fights.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Healer's kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose two from Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13={{inpage|Faith}} <br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extrasonleft=1<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Unarmored Defense ====<br />
While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown 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:<br />
<br />
;Empower<br />
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.<br />
<br />
;Alleviate<br />
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, and half as much when it starts its turn there. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick, you can cast any enchanter cantrip as a bonus action.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 cannot be targeted by any attack.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
Your spirit guardian is capable of holding concentration on one concentration spell for you at a time. Make a single concentration check to maintain both spells when damaged, this check is made at disadvantage when concentrating on more than one spell at once.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
At 1st level, your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to a yourself or creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]],[[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1582740Enchanter (5e Class)2022-03-17T23:34:46Z<p>CallMeCoco: /* Creating an Enchanter */</p>
<hr />
<div>== Enchanter ==<br />
<br />
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 specialized 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies rather than fighting on their own.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Healer's kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose Two From Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component pouch<br />
|item1b=an arcane focus<br />
|item2a=a hand crossbow and 20 bolts<br />
|item2b=any simple weapon<br />
|item3a=an explorer's pack<br />
|item3b=a scholar's pack<br />
|item3c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13={{inpage|Faith}} <br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extrasonleft=1<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Unarmored Defense ====<br />
While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown 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:<br />
<br />
;Empower<br />
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.<br />
<br />
;Alleviate<br />
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, and half as much when it starts its turn there. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick, you can cast any enchanter cantrip as a bonus action.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 cannot be targeted by any attack.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
Your spirit guardian is capable of holding concentration on one concentration spell for you at a time. Make a single concentration check to maintain both spells when damaged, this check is made at disadvantage when concentrating on more than one spell at once.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
At 1st level, your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to a yourself or creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]],[[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1582739Enchanter (5e Class)2022-03-17T23:33:59Z<p>CallMeCoco: /* Creating an Enchanter */</p>
<hr />
<div>== Enchanter ==<br />
<br />
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 specialized 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies rather than fighting on their own.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Healer's kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose Two From Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=a component Pouch<br />
|item1b=an arcane Focus<br />
|item2a=a hand Crossbow and 20 bolts<br />
|item2b=Any Simple Weapon<br />
|item3a=an explorer's Pack<br />
|item3b=a scholar's Pack<br />
|item3c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13={{inpage|Faith}} <br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extrasonleft=1<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Unarmored Defense ====<br />
While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown 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:<br />
<br />
;Empower<br />
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.<br />
<br />
;Alleviate<br />
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, and half as much when it starts its turn there. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick, you can cast any enchanter cantrip as a bonus action.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 cannot be targeted by any attack.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
Your spirit guardian is capable of holding concentration on one concentration spell for you at a time. Make a single concentration check to maintain both spells when damaged, this check is made at disadvantage when concentrating on more than one spell at once.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
At 1st level, your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to a yourself or creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]],[[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1582738Enchanter (5e Class)2022-03-17T23:33:20Z<p>CallMeCoco: /* Creating an Enchanter */</p>
<hr />
<div>== Enchanter ==<br />
<br />
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 specialized 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies rather than fighting on their own.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Healer's kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose Two From Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus<br />
|item2a=Hand Crossbow and 20 bolts<br />
|item2b=Any Simple Weapon<br />
|item3a=Explorer's Pack<br />
|item3b=Scholar's Pack<br />
|item3c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13={{inpage|Faith}} <br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extrasonleft=1<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Unarmored Defense ====<br />
While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown 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:<br />
<br />
;Empower<br />
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.<br />
<br />
;Alleviate<br />
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, and half as much when it starts its turn there. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick, you can cast any enchanter cantrip as a bonus action.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 cannot be targeted by any attack.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
Your spirit guardian is capable of holding concentration on one concentration spell for you at a time. Make a single concentration check to maintain both spells when damaged, this check is made at disadvantage when concentrating on more than one spell at once.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
At 1st level, your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to a yourself or creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]],[[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1582737Enchanter (5e Class)2022-03-17T23:31:58Z<p>CallMeCoco: Conventionality</p>
<hr />
<div>== Enchanter ==<br />
<br />
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 specialized 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies rather than fighting on their own.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=Healer's kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose Two From Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus (Limited to Orb or Staff)<br />
|item1c=<br />
|item2a=Shortsword<br />
|item2b=Hand Crossbow<br />
|item2c=Any Simple Weapon<br />
|item3a=Explorer's Pack<br />
|item3b=Scholar's Pack<br />
|item3c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13={{inpage|Faith}} <br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extrasonleft=1<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Unarmored Defense ====<br />
While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown 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:<br />
<br />
;Empower<br />
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.<br />
<br />
;Alleviate<br />
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, and half as much when it starts its turn there. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick, you can cast any enchanter cantrip as a bonus action.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 cannot be targeted by any attack.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
Your spirit guardian is capable of holding concentration on one concentration spell for you at a time. Make a single concentration check to maintain both spells when damaged, this check is made at disadvantage when concentrating on more than one spell at once.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
At 1st level, your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to a yourself or creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]],[[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
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[[Category:Dilettante Tag]]<br />
[[Category:Sorcerer Tag]]<br />
[[Category:5e Class Mashup]]</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Enchanter_(5e_Class)&diff=1582735Enchanter (5e Class)2022-03-17T23:28:46Z<p>CallMeCoco: /* Spellcasting */</p>
<hr />
<div>== Enchanter ==<br />
<br />
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 specialized 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.<br />
<br />
=== The Wisp Who Bid Willow's Will ===<br />
<br />
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.<br />
<br />
=== Creating an Enchanter ===<br />
<br />
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.<br />
<br />
;Quick Build<br />
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.<br />
<br />
{{5e Class Features<br />
|name=Enchanter<br />
|summary=Powerful supportive roles in the group that prefer to aid their allies rather than fighting on their own.<br />
|hd=6<br />
|spellcasting=full<br />
|armor=None<br />
|weapons= Simple weapons, Shortswords, Hand crossbows, Nets<br />
|tools=Healer's kit<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose Two From Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History<br />
|item1a=Component Pouch<br />
|item1b=Arcane Focus (Limited to Orb or Staff)<br />
|item1c=<br />
|item2a=Shortsword<br />
|item2b=Hand Crossbow<br />
|item2c=Any Simple Weapon<br />
|item3a=Explorer's Pack<br />
|item3b=Scholar's Pack<br />
|item3c=<br />
|wealth=15gp<br />
|classfeatures1={{inpage|Spellcasting}}, [[#Mythic Descent|Mythic Descent]]<br />
|classfeatures2={{inpage|Mythic Techniques}}, {{inpage|Mythic Spark}}<br />
|classfeatures3={{inpage|Quick Wit}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Spirit Guardian}}<br />
|classfeatures6=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures11={{inpage|Double Down}}<br />
|classfeatures12= <br />
|classfeatures13={{inpage|Faith}} <br />
|classfeatures14=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures15={{inpage|Hover}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Mythic Descent|Mythic Descent Feature]]<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Favor of the Ancients}}<br />
<br />
|extrasonleft=1<br />
|extra1_name=Mythic Sparks<br />
|extra1_1= -<br />
|extra1_2= 4<br />
|extra1_3= 4<br />
|extra1_4= 6<br />
|extra1_5= 8<br />
|extra1_6= 8<br />
|extra1_7= 9<br />
|extra1_8= 10<br />
|extra1_9= 12 <br />
|extra1_10= 12<br />
|extra1_11= 12<br />
|extra1_12= 13<br />
|extra1_13= 14<br />
|extra1_14= 14<br />
|extra1_15= 15<br />
|extra1_16= 16<br />
|extra1_17= 16<br />
|extra1_18= 18<br />
|extra1_19= 19<br />
|extra1_20= 20<br />
|extra2_name=Cantrips Known<br />
|extra2_1=3<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=5<br />
|extra2_7=6<br />
|extra2_8=6<br />
|extra2_9=7<br />
|extra2_10=7<br />
|extra2_11=8<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=8<br />
|extra2_17=8<br />
|extra2_18=8<br />
|extra2_19=8<br />
|extra2_20=8<br />
|extra3_name=Spells known<br />
|extra3_1=5<br />
|extra3_2=5<br />
|extra3_3=6<br />
|extra3_4=6<br />
|extra3_5=7<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=11<br />
|extra3_11=12<br />
|extra3_12=13<br />
|extra3_13=14<br />
|extra3_14=15<br />
|extra3_15=16<br />
|extra3_16=17<br />
|extra3_17=18<br />
|extra3_18=19<br />
|extra3_19=20<br />
|extra3_20=22<br />
|extra4_name=Techniques Known<br />
|extra4_1= -<br />
|extra4_2= 1<br />
|extra4_3= 1<br />
|extra4_4= 1<br />
|extra4_5= 2<br />
|extra4_6= 2<br />
|extra4_7= 2<br />
|extra4_8= 2<br />
|extra4_9= 2<br />
|extra4_10= 3<br />
|extra4_11= 3<br />
|extra4_12= 3<br />
|extra4_13= 3<br />
|extra4_14= 4<br />
|extra4_15= 4<br />
|extra4_16= 4<br />
|extra4_17= 4<br />
|extra4_18= 5<br />
|extra4_19= 5<br />
|extra4_20= 5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a descendant of a being of mythical nature, you sparkle slightly, emanating with glimpses of your ancestors power.<br />
<br />
;Cantrips<br />
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.<br />
<br />
;Ancient Spells<br />
At 1st level, you know 5 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.<br />
<br />
;Casting Spells<br />
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.<br />
<br />
<br />
;Spellcasting Ability<br />
Your spellcasting ability for your enchanter spells is decided by your ancestral decent. You use your {{5a|wis}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|wis}} modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
==== Mythic Descent ====<br />
At 1st level, you choose a Mythic Descent. Choose between the ones listed in {{inpage|Ancestries}}. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.<br />
<br />
==== Unarmored Defense ====<br />
While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
==== Mythic Spark ====<br />
At 2nd level you gain a ring of mythic sparks. You have 4 at 2nd level and gain more as you level, as shown 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:<br />
<br />
;Empower<br />
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.<br />
<br />
;Alleviate<br />
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, and half as much when it starts its turn there. The mist stays in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You regain all expended mythic sparks when you finish long rest.<br />
<br />
==== Mythic Techniques ====<br />
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.<br><br />
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.<br><br />
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.<br />
<br />
==== Quick Wit ====<br />
<br />
At 3rd level, your style of spellcasting is particularly quick, you can cast any enchanter cantrip as a bonus action.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Spirit Guardian ====<br />
<br />
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 cannot be targeted by any attack.<br />
<br />
The spirit cannot make an attack action, activate magical items or otherwise physically interact with objects or creatures in the material plane. The spirit can speak telepathically to you. <br />
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 30-feet away from you. The spirit does not benefit from the stats or features of the beast it takes form as.<br />
<br />
Your spirit guardian is capable of holding concentration on one concentration spell for you at a time. Make a single concentration check to maintain both spells when damaged, this check is made at disadvantage when concentrating on more than one spell at once.<br />
<br />
==== Double Down ====<br />
<br />
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 (minimum 1) 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, ''daylight'' and ''magic missile'' aren’t eligible, but ''banishment'' and ''spare the dying'' are.<br />
<br />
==== Hover ====<br />
<br />
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.<br />
<br />
==== Favor of the Ancients ====<br />
<br />
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. You have advantage on death saving throws, and you become immune to the {{5c|frightened}}, {{5c|charmed}}, {{5c|blinded}}, {{5c|deafened}} and {{5c|stunned}} conditions.<br />
<br />
=== Ancestries ===<br />
<br />
Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect<br />
<br />
==== The Inferno Fiend ====<br />
<br />
Abandoning the Ancestors, they call upon the forbidden powers of the Inferno Fiend, training in the forbidden arts of his hellfire magic. They fight with a flaming ferocity, using their ancestral powers to imbue their spells with powerful and harmful flame magic.<br />
<br />
;Fiery Magic<br />
Add your wisdom bonus to the damage of any spells you cast that deal fire damage.<br />
;Expanded Spell List<br />
The Inferno Fiend lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Create Bonfire (5e Spell)|create bonfire]], [[Produce Flame (5e Spell)|produce flame]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Burning Hands (5e Spell)|burning hands]], [[Hellish Rebuke (5e Spell)|hellish rebuke]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aganazzar’s Scorcher (5e Spell)|Aganazzar’s scorcher]], [[Heat Metal (5e Spell)|heat metal]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''{{5e|Fireball}}, [[Melf's Minute Meteors (5e Spell)|Melf’s minute meteors]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''{{5e|Fire Shield}}, {{5e|Wall of Fire}}.''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Flame Strike (5e Spell)|flame strike]], [[Immolation (5e Spell)|immolation]].''<br />
|}<br />
<br />
;{{#anc:Low Flame}}<br />
At 1st level as a bonus action you can summon a floating shard of flames, the shard is intangible and stays ignited for up to 8 hours before fizzing out, it sheds bright light in a 30-foot radius, and dim light for an additional 30-feet. As an action, you can expend 1 mythic spark to make a ranged spell attack with the shard, dealing [1d10 + your spell casting modifier] fire damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can choose if the flame follows you or floats idly in place when you summon it and the flame dies out if you walk more than 500-feet away. <br />
<br />
;{{#anc:Conflagration}}<br />
At 6th level when you cast a damaging spell of 1st level or higher you can spend a number of mythic sparks equal to the spells level to deal the spells damage rolled twice. Additionally your spells do double damage to structures and maximum damage to plant-life.<br />
<br />
;{{#anc:Set Ablaze}}<br />
At 10th level when you cast a spell of 1st level or higher that deals fire damage, you can spend 2 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 uses 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.<br />
<br />
;{{#anc:Scorched Rings}}<br />
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 flare up in 15-foot radius in an unoccupied space of your choice within 30 feet until the end of your next turn. A creature takes fire damage equal to [your enchanter level + your spellcasting modifier] when it enters the area for the first time or starts its turn there. <br />
<br />
;{{#anc:Hellfire Curse}}<br />
At 18th level, as an action you may spend from 1 to 6 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 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.<br />
<br />
==== The Fey Trickster ====<br />
<br />
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.<br />
<br />
;Fey Magic<br />
You gain advantage on rolls made to avoid detection.<br />
;Expanded Spell List<br />
The Fey Trickster lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Mind Sliver (5e Spell)|mind sliver]], [[Minor Illusion (5e Spell)|minor illusion]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Disguise Self (5e Spell)|disguise self]], [[Distort Value (5e Spell)|distort value]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Blur (5e Spell)|blur]], [[Invisibility (5e Spell)|invisibility]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Hypnotic Pattern (5e Spell)|hypnotic pattern]], [[Major Image (5e Spell)|major image]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Greater Invisibility (5e Spell)|greater invisibility]], [[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dream (5e Spell)|dream]], [[Mislead (5e Spell)|mislead]].''<br />
|}<br />
<br />
;{{#anc:Switchcraft}}<br />
At 1st 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.<br />
<br />
;{{#anc:Quick Step}}<br />
At 6th level you can cast ''misty step'' without expending a spell slot for 2 mythic sparks, as a reaction you take in response to being damaged by a creature within 60 feet of you that you can see.<br />
<br />
;{{#anc:Alter Mind}}<br />
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:<br />
* The target automatically fails all perception checks for a minute. <br />
* You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.<br />
* You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.<br />
* The target becomes blinded for a minute.<br />
* The target becomes deafened for a minute.<br />
You can use this feature a number of times equal to your proficiency bonus and need to finish a short/long rest in order regain all expended uses of this feature again.<br />
<br />
;{{#anc:Scoundrel's Magic}}<br />
At 14th level when you start casting a 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 gain the ability to see invisible creatures and objects as if they were visible up to a range of 15 feet.<br />
<br />
;{{#anc:Echoes of the Trickster}}<br />
At 18th level, your mastery in illusions begins to echo in your wake, causing ripples of false regard, your actions leave illusionary traces behind when you preform them, and your enemies struggle to determine when and where you are at any given time, you become illusive, able to confuse onlookers with your mystical displays of false time travel. <br><br />
<br />
When you cast an illusion spell or make use of any kind of teleportation magic, you can manifest an illusionary after image of yourself, the manifestation has 1 hit point, has an AC of 10 + your spellcasting modifier, and immunity to all conditions, it is the same size as you and it uses your saving throw bonus when rolling against a saving throw. On your turn, manifestations may either move up to 30 feet in any direction of your choice or preform the dodge action, if a manifestation is ever more than 60 feet away from you it is destroyed. Up to 3 manifestations may exist at any given time and if a new one is created the oldest one is destroyed.<br />
<br />
As a bonus action, you can magically swap places with any manifestation at a cost of 15 feet of your movement, regardless of the distance traveled. <br />
<br />
When you cast mirror image, any manifestation's gain the benefits of the spell as well.<br />
<br />
==== The Spirit Warden ====<br />
<br />
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 there 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.<br />
<br />
;Spirit Magic<br />
At 1st level, your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.<br />
;Expanded Spell List<br />
The Spirit Warden lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Blade Ward (5e Spell)|blade ward]], [[Mending (5e Spell)|mending]], [[Resistance (5e Spell)|resistance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Armor of Agathys (5e Spell)|armor of Agathys]], [[Heroism (5e Spell)|heroism]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Aid (5e Spell)|aid]], [[Enthrall (5e Spell)|enthrall]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Beacon of Hope (5e Spell)|beacon of hope]], [[Crusader's Mantle (5e Spell)|crusader’s mantle]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Banishment (5e Spell)|banishment]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Hallow (5e Spell)|hallow]], [[Wall of Force (5e Spell)|wall of force]].''<br />
|}<br />
<br />
;{{#anc:Spirit Barrier}}<br />
At 1st 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 {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally you gain resistance to force damage.<br />
<br />
;{{#anc:Faithful Guardian}}<br />
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 gains resistance to force damage. This effect ends if you use this feature again.<br />
<br />
;{{#anc:Unbreakable}}<br />
At 10th level, you become more controlled in the heat of combat, strengthening your spirit and determination, attacks can not gain advantage against you and when you roll to maintain concentration on a spell, you do so with advantage.<br />
<br />
;{{#anc:Strength of the Warden}}<br />
At 14th level, spirit energy begins coursing through your body, at the start of your turn in combat you gain temporary hit points equal to half your level, additionally you have advantage on saving throws against spells and other magical effects.<br />
<br />
Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.<br />
<br />
;{{#anc:Glancing Blow}}<br />
At 18th level, when you have remaining temporary hit points, any critical hit against you becomes a normal hit and any damage you take is reduced by half.<br />
<br />
==== The Mystic Dancer ====<br />
<br />
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.<br />
<br />
;Mystic Magic<br />
Your speed increases by 10-feet while you are not wearing armor or wielding a shield.<br />
;Expanded Spell List<br />
The Mystic Dancer lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Dancing Lights (5e Spell)|dancing lights]], [[Friends (5e Spell)|friends]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Jump (5e Spell)|jump]], [[Longstrider (5e Spell)|longstrider]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Pass Without Trace (5e Spell)|pass without trace]], [[Spider Climb (5e Spell)|spider climb]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Haste (5e Spell)|haste]], [[Slow (5e Spell)|slow]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Charm Monster (5e Spell)|charm monster]], [[Freedom of Movement (5e Spell)|freedom of movement]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Dominate Person (5e Spell)|dominate person]], [[Far Step (5e Spell)|far step]].''<br />
|}<br />
<br />
;{{#anc:Expertise}}<br />
At 1st 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.<br />
<br />
;{{#anc:Mystic Inspiration}}<br />
At 6th level, your movement inspires those around you, allies feel invigorated by your rhythm and movement, when a creature is within 30-feet of you they become inspired, increasing their speed by 5 feet and recovering hit points equal to your proficiency bonus at the start of their turn.<br />
<br />
;{{#anc:Dance of the Ancients}}<br />
At 10th level, as an action you may expend 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 30-feet, including yourself, one of the following effects for 1 hour.<br />
* Step of the Wind: Targets walking speed and long jump distance are tripled.<br />
* Rise in Spirit: Targets climbing speed and high jump distance are tripled.<br />
* Ride the Waves: Targets gain swimming speed equal to twice their walking speed, and their lung capacity is tripled.<br />
* Like a Feather: Targets gain a flying speed of 15-feet.<br />
<br />
;{{#anc:Mystic Step}}<br />
At 14th level, as a bonus action, you can expend 2 mythic sparks to cast ''haste'' without expending a spell slot, casting the spell in this way has the following effects:<br />
* The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.<br />
* The mythic spark cost increases by 2 for each creature affected beyond the first.<br />
<br />
;{{#anc:Rhythmic Continuity}}<br />
At 18th level, your mastery of the ancestral movements grants those around you powerful bonuses. As an action you can spend 6 mythic sparks to preform an advanced ancestral dance. Preforming the dance allows you to grant any number of creatures of your choice within 30-feet, including yourself, one of the following effects of their choice for 1 minute. (Minimum of +1 on any given effect)<br />
* Bravado - Targets can add double their {{5a|str}} modifier to damage rolls. And gain advantage on {{5a|str}} checks and {{5a|str}} saves.<br />
* Celerity - Targets add double their {{5a|dex}} modifier to their AC. And gain advantage on {{5a|dex}} checks and {{5a|dex}} saves.<br />
* Valor - Targets gain temporary hit points equal to half your level + 5, and gain advantage on {{5a|con}} checks and {{5a|con}} saves.<br />
* Allure - Targets add double their {{5a|cha}} modifier to spell damage, and gain advantage on {{5a|cha}} checks and {{5a|cha}} saves.<br />
* Poise - Targets add double their {{5a|wis}} modifier to all saving throws, and gain advantage on {{5a|wis}} checks and {{5a|wis}} saves.<br />
* Precocity - Targets add double their {{5a|int}} modifier to all skill checks, and gain advantage on {{5a|int}} checks and {{5a|int}} saves.<br />
<br />
==== The Seed Mother ====<br />
<br />
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.<br />
<br />
;Nature Magic<br />
Summoned creatures gain temporary hit points equal to your spellcasting modifier<br />
;Expanded Spell List<br />
The Seed Mother lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you. Additionally you gain the plant creature type.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Druidcraft (5e Spell)|druidcraft]], [[Shillelagh (5e Spell)|shillelagh]], [[Thorn Whip (5e Spell)|thorn whip]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Entangle (5e Spell)|entangle]], [[Goodberry (5e Spell)|goodberry]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Barkskin (5e Spell)|barkskin]], [[Spike Growth (5e Spell)|spike growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Conjure Animals (5e Spell)|conjure animals]], [[Plant Growth (5e Spell)|plant growth]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Conjure Woodland Beings (5e Spell)|conjure woodland beings]], [[Grasping Vine (5e Spell)|grasping vine]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Commune with Nature (5e Spell)|commune with nature]], [[Conjure Elemental (5e Spell)|conjure elemental]].''<br />
|}<br />
<br />
;{{#anc:Photosynthesis}}<br />
At 1st 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 a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.<br />
<br />
;{{#anc:Woodland Awakening}}<br />
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 gain the plant creature type, and appear as awakened plant-life. Additionally when you cast 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. <br />
<br />
;{{#anc:Sprout}}<br />
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.<br />
* One plant of challenge rating 5 or lower<br />
* Two plants of challenge rating 2 or lower<br />
* Four plants of challenge rating 1 or lower<br />
* Eight plants of challenge rating 1/2 or lower<br />
The DM chooses the plants, such as needle blights or awakened trees, 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. <br />
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.<br />
<br />
;{{#anc:Overgrowth}}<br />
At 14th level, Whenever your force a creature to make a saving throw, the target rolls with disadvantage. As an action you can spend 4 mystic sparks to encase a creature of your choice within 60-feet in vines, encasing their body in thick plant life, the target makes a {{5a|str}} saving throw against your spell save DC, on a failure the target is restrained and silenced for 1 minute or until you end this effect early. <br />
<br />
;{{#anc:Wrath of Nature}}<br />
At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.<br />
<br />
==== The Astral Aspect ====<br />
<br />
The fabric that makes up our universe is lit up only by the brightest of stars, each sparkle in the sky plays a part in illuminating the grand plan of the ancients, a descendent of The Astral Aspect controls the stars and all of the elements that serve underneath them, playing a powerful part in upholding the great ancestral plan of The Astral Aspect.<br />
<br />
;Astral Magic<br />
When expending a spell slot of any level, you regain 1 mythic spark.<br />
;Expanded Spell List<br />
The Astral Aspect lets you choose from an expanded list of spells when you learn an enchanter spell. The following spells are added to the enchanter spell list for you.<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
!Level !!Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Cantrip || ''[[Control Flames (5e Spell)|control flames]], [[Sacred Flame (5e Spell)|sacred flame]], [[Shape Water (5e Spell)|shape water]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st level || ''[[Absorb Elements (5e Spell)|Absorb elements]], [[Guiding Bolt (5e Spell)|guiding bolt]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd || ''[[Moonbeam (5e Spell)|moonbeam]], [[Scorching Ray (5e Spell)|scorching ray]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd || ''[[Daylight (5e Spell)|daylight]], [[Tidal Wave (5e Spell)|tidal wave]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th || ''[[Gravity Sinkhole (5e Spell)|gravity sinkhole]], [[Sickening Radiance (5e Spell)|sickening radiance]].''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th || ''[[Summon Celestial (5e Spell)|summon celestial]], [[Dawn (5e Spell)|dawn]].''<br />
|}<br />
<br />
;{{#anc:Solar Weaver}}<br />
At 1st level, you are blessed by The Astral Aspect with the responsibility of a miniature star, the star is 1d12 inches in size and glows blue, yellow or red (your choice), it remains close to you, following behind you when it is not being issued a command. When you gain the Spirit Guardian trait at 5th level, you may choose the star to gain the benefits of the feature, classifying it as your spirit guardian. <br><br />
<br />
As a bonus action, you may command the star to teleport to an unoccupied space of your choice within 60 feet, causing it to glow radiantly. The stars radiant glow engulfs an area within a 5 foot radius and a creature must make a Dexterity saving throw when it starts its turn in the stars radius or enters it for the first time on it's turn. The creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. The stars effect grows by 5 feet and its damage increases by 1d10 when you reach 5th level (10 feet, 2d10), 11th level (15 feet, 3d10), and 17th level (20 feet, 4d10). This effect lasts 1 minute or until you end the effect as a bonus action. <br><br />
<br />
The star's size increases by 1d4+2 inches when you gain a level in this class. <br><br />
<br />
;{{#anc:Cosmic Wall}}<br />
At 6th level, as an action, using 3 mythic sparks, you can conjure a wall of cosmic energy at any place within 30-feet of you, the wall has the following attributes:<br />
<br />
The wall has [5 + your enchanter level] hit points and the walls AC is equal to [8 + your spellcasting modifier]. The wall is up to 5-feet wide and up to 5-feet tall and acts as full cover. You choose whether the wall is blessed with the aspect of the sun, tide, land or moon.<br />
<br />
* Sun: The wall gains resistance to non-magical slashing damage. A creature takes fire damage equal to your enchanter level when it enters the wall's area for the first time on a turn or starts its turn there. <br />
<br />
* Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a {{5a|dex}} saving throw against your spell save DC, on a failure the creature is knocked prone.<br />
<br />
* Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.<br />
<br />
* Moon: The wall gains resistance to damage from magical effects. A cosmic wall blessed by the moon curves in a crescent-like shape, providing 5-feet of full cover in three directions rather than one. <br />
<br />
The wall lasts until you dispel it as a bonus action or is destroyed.<br />
<br />
;{{#anc:Veil of Stars}}<br />
At 10th level, when you cast a spell or use a feature that forces creatures to make a saving throw, you may choose any number of creatures in the area to make immune to the effects of the spell. <br />
<br />
;{{#anc:Astral Protection}}<br />
At 14th level, as a reaction that you can take in response to a yourself or creature within 30 feet taking damage from a spell or magical effect, you may expend 3 mythic sparks to grant it resistance to the damage type dealt by the attack (including the triggering attack) until the start of your next turn. <br />
<br />
;{{#anc:Celestial Storm}}<br />
At 18th level, as an action you may expend 6 mythic sparks to cause a celestial storm to stir up in a 60-foot radius sphere centered on you, the storm lasts for 1 minute or until you dispel it as a bonus action, the area creates the following effects<br />
* Each creature on the ground in the area at the start of your turn must make a {{5a|str}} saving throw. On a failed save, the creature is knocked prone.<br />
* Each creature airborne in the area must make a {{5a|dex}} saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.<br />
* The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a {{5a|con}} saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.<br />
* Creatures in the area take radiant damage equal to half your enchanter level and are blinded until the start of their next turn when they fail any of Celestial Storm's saving throws.<br />
<br />
=== Mythic Techniques ===<br />
<br />
;'''Beast Tamer'''<br />
You gain the ability to cast ''Speak with Animals'' at will, without expending a spell slot. <br><br />
<br />
;'''Baton Pass'''<br />
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. <br><br />
<br />
;'''Extended Hand'''<br />
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. <br><br />
<br />
;'''Famished Soul'''<br />
You no longer need to eat or drink. And the time it takes you to finish a long rest is halved. <br><br />
<br />
;'''Improved Alleviate'''<br />
You alleviate heals for 2 health per mythic spark spent instead of 1. <br><br />
<br />
;'''Lift of Akadi'''<br />
Your weight is halved. And you can cast ''jump'' at-will without expending a spell slot. <br><br />
<br />
;'''Mending Recovery'''<br />
Any magical healing you give or receive gains one additional die, for example 1st level healing word is 2d4 instead of 1d4. <br><br />
<br />
;'''Mythic Dodge'''<br />
When you are subjected to an effect that allows you to make a {{5a|dex}} 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) <br><br />
<br />
;'''Mythic Escape'''<br />
You can use your spellcasting ability to contest grapple checks, but not to initiate a grapple. (Pre-requisite: 5th level) <br><br />
<br />
;'''Restore Magic'''<br />
At the end of a short rest you may regain an amount of mythic sparks equal to half your maximum. The first time you do so, you suffer no adverse Effect. If you use this feature again before you finish a Long Rest, you gain 1 level of exhaustion for each repeated usage.<br />
<br />
;'''Sundry Duty'''<br />
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. <br><br />
<br />
;'''Quick Feet'''<br />
Your movement speed increases by 5-feet and standing from prone only requires 5-feet of movement. <br><br />
<br />
=== Enchanter Spell List ===<br />
<br />
You can learn any of the spells on the basic enchanter spell list and additional spells based on your subclass.<br />
<br />
;Cantrips<br />
''[[Encode Thoughts (5e Spell)|Encode thoughts]], [[Guidance (5e Spell)|guidance]], [[Light (5e Spell)|light]], [[Mage Hand (5e Spell)|mage hand]], [[Magic Stone (5e Spell)|magic stone]], [[Message (5e Spell)|message]], [[Prestidigitation (5e Spell)|prestidigitation]], [[Spare the Dying (5e Spell)|spare the dying]], [[Thaumaturgy (5e Spell)|thaumaturgy]].''<br />
<br />
;1st Level<br />
''[[Alarm (5e Spell)|Alarm]], [[Bane (5e Spell)|bane]], [[Color Spray (5e Spell)|color spray]], [[Comprehend Languages (5e Spell)|comprehend languages]], [[Cure Wounds (5e Spell)|cure wounds]], [[Detect Evil and Good (5e Spell)|detect evil and good]], [[Detect Magic (5e Spell)|detect magic]], [[Detect Poison and Disease (5e Spell)|detect poison and disease]],[[Find Familiar (5e Spell)|find familiar]], [[Floating Disk (5e Spell)|floating disk]], [[Fog Cloud (5e Spell)|fog cloud]], [[Grease (5e Spell)|grease]], [[Healing Word (5e Spell)|healing word]], [[Identify (5e Spell)|identify]], [[Illusory Script (5e Spell)|illusory script]], [[Mage Armor (5e Spell)|mage armor]], [[Protection from Evil and Good (5e Spell)|protection from evil and good]], [[Purify Food and Drink (5e Spell)|purify food and drink]], [[Sanctuary (5e Spell)|sanctuary]], [[Shield (5e Spell)|shield]].''<br />
<br />
;2nd Level<br />
''[[Arcanist's Magic Aura (5e Spell)|Arcanist’s magic aura]], [[Augury (5e Spell)|augury]], [[Blindness/Deafness (5e Spell)|blindness/deafness]], [[Crown of Madness (5e Spell)|crown of madness]], [[Darkness (5e Spell)|darkness]], [[Darkvision (5e Spell)|darkvision]], [[Detect Thoughts (5e Spell)|detect thoughts]], [[Enhance Ability (5e Spell)|enhance ability]], [[Find Steed (5e Spell)|find steed]], [[Find Traps (5e Spell)|find traps]], [[Flock of Familiars (5e Spell)|flock of familiars]], [[Gentle Repose (5e Spell)|gentle repose]], [[Gift of Gab (5e Spell)|gift of gab]], [[Hold Person (5e Spell)|hold person]], [[Knock (5e Spell)|knock]], [[Lesser Restoration (5e Spell)|lesser restoration]], [[Locate Object (5e Spell)|locate object]], [[Mental Barrier (5e Spell)|mental barrier]], [[Prayer of Healing (5e Spell)|prayer of healing]], [[Ray of Enfeeblement (5e Spell)|ray of enfeeblement]], [[Rope Trick (5e Spell)|rope trick]], [[See Invisibility (5e Spell)|see invisibility]], [[Skywrite (5e Spell)|skywrite]], [[Suggestion (5e Spell)|suggestion]], [[Summon Beast (5e Spell)|summon beast]], [[Thought Shield (5e Spell)|thought shield]], [[Web (5e Spell)|web]], [[Wristpocket (5e Spell)|wristpocket]], [[Zone of Truth (5e Spell)|zone of truth]].''<br />
<br />
;3rd Level<br />
''[[Beacon of Hope (5e Spell)|Beacon of hope]], [[Bestow Curse (5e Spell)|bestow curse]], [[Catnap (5e Spell)|catnap]], [[Clairvoyance (5e Spell)|clairvoyance]], [[Conjure Animals (5e Spell)|conjure animals]], [[Counterspell (5e Spell)|counterspell]], [[Create Food and Water (5e Spell)|create food and water]], [[Daylight (5e Spell)|daylight]], [[Dispel Magic (5e Spell)|dispel magic]], [[Fast Friends (5e Spell)|fast friends]], [[Fear (5e Spell)|fear]], [[Feign Death (5e Spell)|feign death]], [[Fly (5e Spell)|fly]], [[Glyph of Warding (5e Spell)|glyph of warding]], [[Haste (5e Spell)|haste]], [[Incite Greed (5e Spell)|incite greed]], [[Intellect Fortress (5e Spell)|intellect fortress]], [[Life Transference (5e Spell)|life transference]], [[Magic Circle (5e Spell)|magic circle]], [[Mass Healing Word (5e Spell)|mass healing word]], [[Protection from Energy (5e Spell)|protection from energy]], [[Remove Curse (5e Spell)|remove curse]], [[Revivify (5e Spell)|revivify]], [[Sending (5e Spell)|sending]], [[Spirit Shroud (5e Spell)|spirit shroud]], [[Summon Lesser Demons (5e Spell)|summon lesser demons]], [[Summon Shadowspawn (5e Spell)|summon shadowspawn]], [[Summon Undead (5e Spell)|summon undead]], [[Tiny Hut (5e Spell)|Tiny Hut]], [[Tongues (5e Spell)|tongues]], [[Wall of Sand (5e Spell)|wall of sand]], [[Water Breathing (5e Spell)|water breathing]], [[Water Walk (5e Spell)|water walk]], [[Wind Wall (5e Spell)|wind wall]].'' <br />
<br />
;4th Level<br />
''[[Arcane Eye (5e Spell)|Arcane eye]], [[Compulsion (5e Spell)|compulsion]], [[Confusion (5e Spell)|confusion]], [[Conjure Minor Elementals (5e Spell)|conjure minor elementals]], [[Death Ward (5e Spell)|death ward]], [[Dimension Door (5e Spell)|dimension door]], [[Divination (5e Spell)|divination]], [[Dominate Beast (5e Spell)|dominate beast]], [[Ego Whip (5e Spell)|ego whip]], [[Find Greater Steed (5e Spell)|find greater steed]], [[Guardian of Nature (5e Spell)|guardian of nature]], [[Locate Creature (5e Spell)|locate creature]], [[Polymorph (5e Spell)|polymorph]], [[Private Sanctum (5e Spell)|private sanctum]], [[Secret Chest (5e Spell)|secret chest]], [[Shadow of Moil (5e Spell)|shadow of moil]], [[Summon Aberration (5e Spell)|summon aberration]], [[Summon Construct (5e Spell)|summon construct]], [[Summon Elemental (5e Spell)|summon elemental]], [[Summon Greater Demon (5e Spell)|summon greater demon]].''<br />
<br />
;5th Level<br />
''[[Antilife Shell (5e Spell)|Antilife shell]], [[Awaken (5e Spell)|awaken]], [[Commune (5e Spell)|commune]], [[Conjure Elemental (5e Spell)|conjure elemental]], [[Contact Other Plane (5e Spell)|contact other plane]], [[Creation (5e Spell)|creation]], [[Dispel Evil and Good (5e Spell)|dispel evil and good]], [[Greater Restoration (5e Spell)|greater restoration]], [[Hold Monster (5e Spell)|hold monster]], [[Legend Lore (5e Spell)|legend lore]], [[Mass Cure Wounds (5e Spell)|mass cure wounds]], [[Modify Memory (5e Spell)|modify memory]], [[Passwall (5e Spell)|passwall]], [[Planar Binding (5e Spell)|planar binding]], [[Reincarnate (5e Spell)|reincarnate]], [[Scrying (5e Spell)|scrying]], [[Skill Empowerment (5e Spell)|skill empowerment]], [[Summon Celestial (5e Spell)|summon celestial]], [[Telekinesis (5e Spell)|telekinesis]], [[Telepathic Bond (5e Spell)|telepathic bond]], [[Teleportation Circle (5e Spell)|teleportation circle]].'' <br />
<br />
;6th Level<br />
''[[Arcane Gate (5e Spell)|Arcane gate]], [[Contingency (5e Spell)|contingency]], [[Conjure Fey (5e Spell)|conjure fey]], [[Create Homunculus (5e Spell)|create homunculus]], [[Create Undead (5e Spell)|create undead]], [[Find the Path (5e Spell)|find the path]], [[Flesh to Stone (5e Spell)|flesh to stone]], [[Globe of Invulnerability (5e Spell)|globe of invulnerability]], [[Guards and Wards (5e Spell)|guards and wards]], [[Heal (5e Spell)|heal]], [[Instant Summons (5e Spell)|instant summons]], [[Magic Jar (5e Spell)|magic jar]], [[Mass Suggestion (5e Spell)|mass suggestion]], [[Planar Ally (5e Spell)|planar ally]], [[Soul Cage (5e Spell)|soul cage]], [[Summon Fiend (5e Spell)|summon fiend]], [[True Seeing (5e Spell)|true seeing]], [[Wall of Ice (5e Spell)|wall of ice]], [[Wind Walk (5e Spell)|wind walk]], [[Word of Recall (5e Spell)|word of recall]].''<br />
<br />
;7th Level<br />
'' [[Conjure Celestial (5e Spell)|Conjure celestial]], [[Create Magen (5e Spell)|create magen]], [[Divine Word (5e Spell)|divine word]], [[Etherealness (5e Spell)|etherealness]], [[Forcecage (5e Spell)|forcecage]], [[Magnificent Mansion (5e Spell)|magnificent mansion]], [[Resurrection (5e Spell)|resurrection]], [[Temple of the Gods (5e Spell)|temple of the gods]].''<br />
<br />
;8th Level<br />
''[[Animal Shapes (5e Spell)|Animal shapes]], [[Antimagic Field (5e Spell)|antimagic field]], [[Antipathy/Sympathy (5e Spell)|antipathy/sympathy]], [[Control Weather (5e Spell)|control weather]], [[Dominate Monster (5e Spell)|dominate monster]], [[Feeblemind (5e Spell)|feeblemind]], [[Mighty Fortress (5e Spell)|mighty fortress]], [[Power Word Stun (5e Spell)|power word stun]], [[Telepathy (5e Spell)|telepathy]].''<br />
<br />
;9th Level<br />
''[[Astral Projection (5e Spell)|Astral projection]], [[Foresight (5e Spell)|foresight]], [[Gate (5e Spell)|gate]], [[Mass Heal (5e Spell)|mass heal]], [[Mass Polymorph (5e Spell)|mass polymorph]], [[Power Word Heal (5e Spell)|power word heal]], [[Shapechange (5e Spell)|shapechange]], [[True Polymorph (5e Spell)|true polymorph]], [[True Resurrection (5e Spell)|true resurrection]], [[Wish (5e Spell)|wish]].''<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 {{5a|Int}}<br />
<br />
'''Proficiencies.''' When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons<br />
<br />
<vote type=1/><br />
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{{5e Classes Breadcrumb}}<br />
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[[Category:5e Class Mashup]]</div>CallMeCocohttps://www.dandwiki.com/w/index.php?title=Soul_Phantom_(5e_Race)&diff=1530387Soul Phantom (5e Race)2021-10-30T23:41:47Z<p>CallMeCoco: just for flow</p>
<hr />
<div>{{Design Disclaimer|5e|This race's primary mechanics depend on another cooperating creature to use.}}<br />
==Soul Phantom ==<br />
{{quote|It spoke to me, it promised me power, it promised me strength, all it asked for was a piece of my soul.|orig=Mark Terranova}}<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://3.bp.blogspot.com/-Lt08N164rcI/VaCSFvstu1I/AAAAAAAAAIo/LtMjO3HXm0Y/s1600/shadow_demon_by_zillawarriors-d8tsyxs.jpg|Black Female Mist Phantom by [https://twitter.com/zillawarriors ZillaWarriors]}}<br />
<br />
It is believed that soul phantoms are the remnants of dark vestiges in the soul, left to wander and latch onto others for sustenance in exchange for enhancing their passions, sometimes to a fault. They appear to be asexual blobs of darkness. However, they can sport features that can appear to be gendered, like long hair and bodily curvature. Unlike a typical {{5e|shadow}}, they appear much more viscous and solid, to the point that normal weaponry can affect their base state. Usually, they have white eyes and are missing definite legs, though their upper body is usually vaguely shaped like a humanoid. They have moderate heights, but their weight is extremely light.<br />
<br />
===History===<br />
True to their name, soul phantoms are spotty in existence, like phantoms. They are said to be residues from spirit-matter, particularly that which is cast-off as an anchor on the world. These tethers take on a very physical form due to their attachment to physical things, usually things like money or even other physical beings. On their own, soul phantoms are seen as omens of past-ills that have occurred. They have been known to make contracts with other creatures to survive, as they require a host to properly materialize their powers. In exchange, they amplify the host's own desires and earthly attachments to increase their capabilities.<br />
<br />
===Society===<br />
Phantoms are known to gather in places that have housed large volumes of ill-feeling. Because they require hosts, these places are usually never too far from civilization. Soul phantoms are often erroneously labeled evil spirits like {{5e|ghost}}s. Their contract-making makes them more neutral in reality. Sometimes, depending on their need for a host, they will leave their place of origin to find greener pastures. This rarely ends well, as a soul phantom appears often to be a monster to most.<br />
<br />
===Soul Phantom Names===<br />
Being amalgams of earthly attachment with a bit less than perfect selves, soul phantoms have very fractured names. Their speech alone is lacking as it is. They have no preference for gender. If they find a host, they are much more comfortable using the host's identity.<br />
<br />
'''Names:''' Wraith, Erebus, Scotus, Nyx, Trivia<br />
<br />
===Soul Phantom Traits===<br />
{{5e Racial Traits<br />
|summary=Soul phantoms are remnant pieces of earthly attachment<br />
|abilities=Your {{5a|cha}} score increases by 2, and your {{5a|wis}} score increases by 1.<br />
|age=Soul phantoms don't actually age. They are born, fully formed, but they tend to exist for around 200 years before fading away into nothingness.<br />
|alignment=Being solely focused on survival, soul phantoms are actually neutral. Their contract-making can make them lawful.<br />
|size= Most soul phantoms retain a height of around 5 to 5 and a half feet tall. Your size is Medium.<br />
|speed= You have a base walking speed of 30 feet.<br />
|trait1= {{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Undead Nature<br />
|description2= Your creature type is undead instead of humanoid. You do not need to eat, drink, breathe, or sleep. You are resistant to necrotic damage, but vulnerable to radiant damage.<br />
|trait3=Vessel Claim<br />
|description3= As a soul phantom, you can form a contract to claim a vessel, or host, for yourself. As part of a short or {{5e|long rest}}, you fuse your being with that of a willing creature, forming a powerful bond between you both. While you have a host, you can benefit from the effects of healing spells and potions. Additionally, you and your host can communicate telepathically and you are aware of each other's locations at all times. However, you cannot leave more than 30 feet from your host or this contract is broken.<br />
|trait4=Phantom Walk<br />
|description4=While untethered to a vessel, you can move rather easily, as though made of air. You have a flying speed of 30 feet, though you cannot fly higher than 5 feet off the ground. You cannot use this speed while you have a host via your ''vessel claim'' trait.<br />
|trait5= Vessel Merge<br />
|description5=As an action, you grant your host a rise in power with their passions for 1 minute. You teleport to your host's square and occupy their space for this duration. Your host gains the following effects for the duration:<br/><br />
<span>&#8226;</span>They are resistant to nonmagical bludgeoning, slashing, and piercing.<br/> <br />
<span>&#8226;</span>They ignore difficult terrain.<br><br />
When this effect ends, you are ejected from your host, appearing in an unoccupied space adjacent to them. You can use this trait a number of times equal to half your {{5e|proficiency bonus}}, regaining use when you finish a {{5e|long rest}}. You may only use this trait while you have a host via your ''vessel claim'' trait.<br />
|languages= You can speak, read, and write in Common and Abyssal.<br />
}}<br />
<br />
===Random Height===<br />
{{heightweight<br />
|name=Soul Phantom<br />
|feet=5<br />
|inches=0<br />
|heightmod=1d6<br />
|weight=10<br />
|weightmod=1d4<br />
}}<br />
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[[Category:Undead Type]]</div>CallMeCoco