Enchanter (5e Class)

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Enchanter

Enchanters are known for their many beneficial magics, granting powerful abilities to their allies, and detrimental debuffs to their enemies. An enchanter or enchantress often brings many things to a party, with their powerful protective magic. And even though their offensive power is lack-luster at best, the aid strength and fortitude they grant to their allies makes them a force to be reckoned with. Many enchanters are of fey descent, but other more 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.

The Wisp Who Bid Willow's Will

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

Creating an Enchanter

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

Quick Build

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

Class Features

As a Enchanter you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons, Shortswords, Hand crossbows, Nets
Tools: Healer's kit
Saving Throws: Intelligence, Wisdom
Skills: Choose Two From Acrobatics, Animal Handling, Arcana, Religion, Perception, Medicine, and History

Equipment

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

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

Table: The Enchanter

Level Proficiency
Bonus
Mythic Sparks Features Cantrips Known Spells known Techniques Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Mythic Descent 3 5 - 2
2nd +2 4 Mythic Techniques, Mythic Spark 3 5 1 3
3rd +2 4 Quick Wit 4 6 1 4 2
4th +2 6 Ability Score Improvement 4 6 1 4 3
5th +3 8 Spirit Guardian 5 7 2 4 3 2
6th +3 8 Mythic Descent Feature 5 7 2 4 3 3
7th +3 9 6 8 2 4 3 3 1
8th +3 10 Ability Score Improvement 6 9 2 4 3 3 2
9th +4 12 7 10 2 4 3 3 3 1
10th +4 12 Mythic Descent Feature 7 11 3 4 3 3 3 2
11th +4 12 Double Down 8 12 3 4 3 3 3 2 1
12th +4 13 Ability Score Improvement 8 13 3 4 3 3 3 2 1
13th +5 14 Faith 8 14 3 4 3 3 3 2 1 1
14th +5 14 Mythic Descent Feature 8 15 4 4 3 3 3 2 1 1
15th +5 15 Hover 8 16 4 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 8 17 4 4 3 3 3 2 1 1 1
17th +6 16 8 18 4 4 3 3 3 2 1 1 1 1
18th +6 18 Mythic Descent Feature 8 19 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 8 20 5 4 3 3 3 3 2 1 1 1
20th +6 20 Favor of the Ancients 8 22 5 4 3 3 3 3 2 2 1 1

Spellcasting

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

Cantrips

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

Ancient Spells

At 1st level, you know 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.

Casting Spells

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


Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mythic Descent

At 1st level, you choose a Mythic Descent. Choose between the ones listed in Ancestries. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.

Unarmored Defense

While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Mythic Spark

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:

Empower

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

Alleviate

As an action you may turn any number of mythic sparks into a fine mist that you can blow in a 30-foot cone or toss up in a 15-foot radius around yourself, a creature recovers hit points equal to the amount of mythic sparks expended when it enters the area for the first time, 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.

You regain all expended mythic sparks when you finish long rest.

Mythic Techniques

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

Quick Wit

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

Ability Score Increase

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

Spirit Guardian

At 5th level, your ancestors provide you with a spirit guardian of the old, this spirit guardian takes form as a small forest critter, and gains a flying speed of 30-feet, this spirit is immune to all magical damage and can not be targeted by any attack.

The spirit can not 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. 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.

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. In order for your spirit guardian to maintain concentration on a spell, the spell must be incapable of targeting more than one creature at the spell’s current level and must affect an area of no more than 10 ft. For example, calm emotions and animate objects aren’t eligible, but antilife shell and barkskin are.

Double Down

At 11th level, when you cast a spell or cantrip, as a bonus action you can spend a number of mythic sparks equal to the spell’s level (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.

Hover

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

Favor of the Ancients

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

Ancestries

Choose between the Inferno Fiend, the Fey Trickster, the Spirit Warden, the Mystic Dancer, the Seed Mother and the Astral Aspect

The Inferno Fiend

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.

Fiery Magic

Add your wisdom bonus to the damage of any spells you cast that deal fire damage.

Expanded Spell List

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.

Level Spells
Cantrip create bonfire, produce flame.
1st level burning hands, hellish rebuke.
2nd Aganazzar’s scorcher, heat metal.
3rd fireball, Melf’s minute meteors
4th fire shield, wall of fire.
5th flame strike, immolation.
Low Flame

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).

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.

Conflagration

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.

Set Ablaze

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.

Scorched Rings

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.

Hellfire Curse

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.

The Fey Trickster

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

Fey Magic

You gain advantage on rolls made to avoid detection.

Expanded Spell List

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.

Level Spells
Cantrip mind sliver, minor illusion.
1st level disguise self, distort value.
2nd blur, invisibility.
3rd hypnotic pattern, major image.
4th greater invisibility, hallucinatory terrain.
5th dream, mislead.
Switchcraft

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.

Quick Step

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.

Alter Mind

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

  • The target automatically fails all perception checks for a minute.
  • You cause the target to forget one thing they heard or saw within the past 24 hours that you can describe clearly to them.
  • You create an illusion and/or sound no larger than a 10-foot cube that only the target can see and hear for a minute.
  • The target becomes blinded for a minute.
  • The target becomes deafened for a minute.

You can use this feature 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.

Scoundrel's Magic

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.

Echoes of the Trickster

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.

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.

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.

When you cast mirror image, any manifestation's gain the benefits of the spell as well.

The Spirit Warden

The descendants of The Spirit Warden are strong hardy individuals, they protect those who can not protect themselves, and often seeing one either means the world is at peace or 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.

Spirit Magic

At 1st level, your hit point maximum increases by 3 and increases again by 3 whenever you gain a level in this class.

Expanded Spell List

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.

Level Spells
Cantrip blade ward, mending, resistance.
1st level armor of Agathys, heroism.
2nd aid, enthrall.
3rd beacon of hope, crusader’s mantle.
4th banishment, sickening radiance.
5th hallow, wall of force.
Spirit Barrier

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 Dexterity modifier + your Constitution modifier. Additionally you gain resistance to force damage.

Faithful Guardian

At 6th level, your bond with your allies has become powerful, your ancestors manifest as a transparent spirit guardian in combat, and attempt shield your allies from harm. At the end of a long rest you may ward up to 3 willing creature you touch and create a mystic connection between you and the target. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and gains resistance to force damage. This effect ends if you use this feature again.

Unbreakable

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.

Strength of the Warden

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.

Certain traits about your body may also change, such as a faint colorful glow in your eyes, or blood that shimmers and sparkles.

Glancing Blow

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.

The Mystic Dancer

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

Mystic Magic

Your speed increases by 10-feet while you are not wearing armor or wielding a shield.

Expanded Spell List

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.

Level Spells
Cantrip dancing lights, friends.
1st level jump, longstrider.
2nd pass without trace, spider climb.
3rd haste, slow.
4th charm monster, freedom of movement.
5th dominate person, far step.
Expertise

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.

Mystic Inspiration

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.

Dance of the Ancients

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.

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

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:

  • The spell effects any creatures of your choice in a 30-foot radius around you, including yourself.
  • The mythic spark cost increases by 2 for each creature affected beyond the first.
Rhythmic Continuity

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)

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

The Seed Mother

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

Nature Magic

Summoned creatures gain temporary hit points equal to your spellcasting modifier

Expanded Spell List

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.

Level Spells
Cantrip druidcraft, shillelagh, thorn whip.
1st level entangle, goodberry.
2nd barkskin, spike growth.
3rd conjure animals, plant growth.
4th conjure woodland beings, grasping vine.
5th commune with nature, conjure elemental.
Photosynthesis

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.

Woodland Awakening

At 6th level, when you cast a spell to summon a creature, any creatures summoned gain the plant creature type, as they become extensions of nature and the forest, for example if the spell summon lesser demons was cast, the demons summoned would 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.

Sprout

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

  • One plant of challenge rating 5 or lower
  • Two plants of challenge rating 2 or lower
  • Four plants of challenge rating 1 or lower
  • Eight plants of challenge rating 1/2 or lower

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. The plants are hostile to all creatures of your choice. Roll initiative for the sprouted plants as a group, which has its own turn. The plants pursue and attack the nearest creature that they deem a hazard to the best of their ability.

Overgrowth

At 14th level, 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 Strength 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.

Wrath of Nature

At 18th level, when you summon creatures with a spell or feature, the maximum challenge rating of the creatures summoned is doubled.

The Astral Aspect

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.

Astral Magic

When expending a spell slot of any level, you regain 1 mythic spark.

Expanded Spell List

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.

Level Spells
Cantrip control flames, sacred flame, shape water.
1st level Absorb elements, guiding bolt.
2nd moonbeam, scorching ray.
3rd daylight, tidal wave.
4th gravity sinkhole, sickening radiance.
5th summon celestial, dawn.
Solar Weaver

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.

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.

The star's size increases by 1d4+2 inches when you gain a level in this class.

Cosmic Wall

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:

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.

  • 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.
  • Tide: The wall gains resistance to non-magical piercing damage. Creatures attempting to pass through the wall need to make a Dexterity saving throw against your spell save DC, on a failure the creature is knocked prone.
  • Land: The wall gains resistance to non-magical bludgeoning damage and its hit points are doubled.
  • 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.

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

Veil of Stars

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.

Astral Protection

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.

Celestial Storm

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

  • Each creature on the ground in the area at the start of your turn must make a Strength saving throw. On a failed save, the creature is knocked prone.
  • Each creature airborne in the area must make a Dexterity saving throw at the end of their turn. On a failed save, the creature falls to the ground and is knocked prone.
  • The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw at the start of their turn. On a failed save, the creature’s concentration is broken.
  • Creatures in the area take 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.

Mythic Techniques

Beast Tamer

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

Baton Pass

Your selfless nature inspires you to find new ways to bend spells, in your best effort to aid your allies, you can cast any spell with a range of "self" as a touch spell on a willing creature. A spell can not benefit from this technique if it belongs to the school of divination or enchantment.

Extended Hand

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

Famished Soul

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

Improved Alleviate

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

Lift of Akadi

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

Mending Recovery

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

Mythic Dodge

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

Mythic Escape

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

Restore Magic

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.

Sundry Duty

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

Quick Feet

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

Enchanter Spell List

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

Cantrips

Encode thoughts, guidance, light, mage hand, magic stone, message, prestidigitation, spare the dying, thaumaturgy.

1st Level

Alarm, bane, color spray, comprehend languages, cure wounds, detect evil and good, detect magic, detect poison and disease,find familiar, floating disk, fog cloud, grease, healing word, identify, illusory script, mage armor, protection from evil and good, purify food and drink, sanctuary, shield.

2nd Level

Arcanist’s magic aura, augury, blindness/deafness, crown of madness, darkness, darkvision, detect thoughts, enhance ability, find steed, find traps, flock of familiars, gentle repose, gift of gab, hold person, knock, lesser restoration, locate object, mental barrier, prayer of healing, ray of enfeeblement, rope trick, see invisibility, skywrite, suggestion, summon beast, thought shield, web, wristpocket, zone of truth.

3rd Level

Beacon of hope, bestow curse, catnap, clairvoyance, conjure animals, counterspell, create food and water, daylight, dispel magic, fast friends, fear, feign death, fly, glyph of warding, haste, incite greed, intellect fortress, life transference, magic circle, mass healing word, protection from energy, remove curse, revivify, sending, spirit shroud, summon lesser demons, summon shadowspawn, summon undead, Tiny Hut, tongues, wall of sand, water breathing, water walk, wind wall.

4th Level

Arcane eye, compulsion, confusion, conjure minor elementals, death ward, dimension door, divination, dominate beast, ego whip, find greater steed, guardian of nature, locate creature, polymorph, private sanctum, secret chest, shadow of moil, summon aberration, summon construct, summon elemental, summon greater demon.

5th Level

Antilife shell, awaken, commune, conjure elemental, contact other plane, creation, dispel evil and good, greater restoration, hold monster, legend lore, mass cure wounds, modify memory, passwall, planar binding, reincarnate, scrying, skill empowerment, summon celestial, telekinesis, telepathic bond, teleportation circle.

6th Level

Arcane gate, contingency, conjure fey, create homunculus, create undead, find the path, flesh to stone, globe of invulnerability, guards and wards, heal, instant summons, magic jar, mass suggestion, planar ally, soul cage, summon fiend, true seeing, wall of ice, wind walk, word of recall.

7th Level

Conjure celestial, create magen, divine word, etherealness, forcecage, magnificent mansion, resurrection, temple of the gods.

8th Level

Animal shapes, antimagic field, antipathy/sympathy, control weather, dominate monster, feeblemind, mighty fortress, power word stun, telepathy.

9th Level

Astral projection, foresight, gate, mass heal, mass polymorph, power word heal, shapechange, true polymorph, true resurrection, wish.

Multiclassing

Prerequisites. To qualify for multiclassing into the enchanter class, you must meet these prerequisites: 13 Intelligence

Proficiencies. When you multiclass into the enchanter class, you gain the following proficiencies: Simple weapons

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