Enchantress, Variant (5e Class)
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|“||How beautiful a creature, such a lovely voice and those eyes! I think I have fallen in love. I would follow them to the end of the earth, if they'd allow me!||”|
|—The latest victim of the Enchantress|
Enchanters use charming magic and features to win fights. Born with an other-worldly allure, the mere gaze of an Enchanter can make any creature swoon. Once they've gotten them in the palm of their hand, the Enchantress gets what they want out of their target and leaves without a trace. Over the years they have learned how to use their looks, body, and mind as a means to any end.
Creating a Enchantress
When creating an Enchantress, it is helpful to determine your character's true feelings towards the people closest to them. Does your character believe in true love? Are their emotions solely a tool for getting what they want in life, or is there more to their personality that requires trust to see? Are they bothered when someone isn't fazed by their seduction? Though you don't need to understand the inner workings of your character's capabilities, you must separate your character's persona from the person your character truly is.
- Quick Build
As a Enchantress you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Daggers, whips, fans
Tools: Disguise kits, alchemist's supplies
Saving Throws: Wisdom, Charisma
Skills: Persuasion and choose two from Deception, Insight, Perception, Performance, and Sleight of Hand.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a battle fan or (c) a whip
- (a) leather (armor) or (b) padded (armor)
- (a) a disguise kit or (b) a set of alchemist's supplies
- a small bag of charcoal and a vial of ink
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|2nd||+2||Spellcasting, Lover's Touch||2||2||—||—||—||—|
|4th||+2||Ability Score Improvement||2||3||—||—||—||—|
|5th||+3||Stunning Grace, Enticing Allure||2||4||2||—||—||—|
|7th||+3||Enchanted Mark (2)||2||4||3||—||—||—|
|8th||+3||Ability Score Improvement, Path Feature||2||4||3||—||—||—|
|9th||+4||Dagger of Charming||3||4||3||2||—||—|
|12th||+4||Ability Score Improvement||3||4||3||3||—||—|
|14th||+5||Enchanted Mark (3)||4||4||3||3||1||—|
|16th||+5||Ability Score Improvement||4||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||4||3||3||3||2|
Starting at the 1st level, you are able to draw a symbol onto a creature to channel your persuasive power. This enchanted mark acts as a calling card to your magic and can be drawn on a creature's skin with charcoal, ink, or blood, each of which provide a different effect. You can use an action to apply the mark to a creature, during which time they must make a Wisdom saving throw against your spell save DC or become charmed by you. While a creature is charmed by you due to this feature, you can use a bonus action or your reaction to force them to lose concentration on a spell or attack with disadvantage on their next attack. The creature must be within sight to manipulate its emotions, and the mark is destroyed if you use your reaction or bonus action to manipulate the marked creature's emotions three times. Otherwise, this mark lasts until the creature physically removes it or falls unconscious. The mark can be of any shape, but once you choose a design for your mark you cannot change it later. You can place marks on creatures other than yourself a number of times equal to your Charisma modifier. You regain all expended uses after taking a long rest.
At the 7th level, your mark has become more potent, giving you even more control over your target. During your turn, you can use a bonus action to force the creature to make an action of your choice as long as they can hear you. The action they take cannot reduce a creature's Hit Points or force a creature to make a saving throw. The mark must be done in your blood to use this part of the feature.
At the 14th level, the marked creature no longer loses its mark when it leaves your sight and the marked creature no longer has to be in your sight in order for the mark to take effect.
With the uncanny ability to manipulate the emotions of creatures, you eventually learn how to manipulate reality itself with your magic.
Spell Slots The enchantress class 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.
Spells Known of 1st Level and Higher Starting at 2nd level, you know two 1st-level spells of your choice from the bard spell list.
You prepare the list of bard spells that are available for you to cast, choosing from the bard spell list. When you do so, choose a number of bard spells equal to your Charisma modifier + half your enchantress level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level enchantress, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare a spell, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of bard spells requires time spent in complete silence and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability Charisma is your spellcasting ability for your enchantress spells, since your power derives from your personality. You use your Charisma modifier whenever a spell refers to your spellcasting ability modifier. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus If you've placed your enchantress mark on yourself, you can use it as a spellcasting focus for your enchantress spells.
At the 2nd Level, you can use an action to touch a willing or unwilling creature, causing them to feel calm and at ease around you. If you touch an unwilling creature with this feature, they must make a Wisdom saving throw against your spell save DC or they receive a penalty to Wisdom saving throws they make equal to half your Charisma modifier (rounded up) for one minute. On a successful save, you cannot use this feature on the targeted creature again for 24 hours. If you touch a willing creature with this feature, you can remove the charmed condition from them if they are currently charmed by another creature. You can use this feature twice on an unwilling creature and twice on a willing creature. You regain all expended uses after taking a long rest.
At the 5th Level, you are able to mesmerize even the strongest of wills with just your eyes. You can use an action to look at a creature enticingly, forcing the creature to make a Wisdom saving throw against your spell save DC or become paralyzed until the end of their next turn. Once you use this feature, you cannot use it again until you finish a long rest.
Also at the 5th Level, if a creature with a CR less than or equal to one-third your level (rounded up) is immune to the charmed condition and they aren't an undead or construct, they lose their immunity to being charmed by you.
Dagger of Charming
At the 9th level, you can now carve your mark into daggers. You can use an action to draw your mark on a dagger. When you hit a creature with a marked dagger, they must also make a Wisdom saving throw as if you've drawn your mark on them. On a failed save, the mark is transferred from the dagger to the creature.
At 20th level you gain the ability to cause a marked creature's enchanted mark to detonate on your command. The mark will explode in a 10 ft radius, dealing force damage to all creatures within the radius based on the number of marks you've placed onto the mark creature in the past 24 hours. After using this feature, the mark is destroyed and removed from the marked creature. You can use this feature twice, afterwards you cannot use it again until you finish a long rest.
You use your beautiful voice to enchant creatures and invade their minds.
When you take this subclass at the 3rd Level, you are capable of hearing everything that marked creatures hear while they are marked.
At the 6th level, you can sing a lovely song that brings creatures to you. You can use an action to this this song, forcing all marked creatures as well as up to three additional creatures of your choice within hearing range to make a Wisdom saving throw against your spell save DC or become charmed by you for one minute. At the start of each of the affected creatures' turns, they may make another Wisdom saving throw to break free from your song but must move 10 feet in your direction on a failed save. After using this feature, you cannot use it again until you finish a long rest.
At the 8th level, you can use a bonus action to apply your mark onto a creature within 50 feet of you through song. They must be capable of hearing you in order for this feature to take effect.
At the 11th level, you can sing an inspiring song to lift the spirits of a creature. You can use an action to sing to a creature, and if you do, they may add a bonus to one attack roll, saving throw, or skill check they make within the next minute equal to your Charisma modifier. You may use this feature twice, afterwards you cannot use it again until you finish a long rest.
At the 15th level, you can let out a terrible scream. You can use an action to scream at the top of your lungs, forcing all marked creatures as well as up to two additional creatures of your choice within hearing range to make a Wisdom saving throw against your spell save DC or become deafened. Creatures that fail this saving throw are also stunned for a number of turns equal to half your Charisma modifier (rounded up). After using this feature, you cannot use it again until you finish a long rest.
At the 18th level, if a creature has less than half of their hit points remaining, they must make all saving throws caused by features from the Siren subclass at disadvantage.
You use your beauty to get in close and execute your target.
When you take this subclass at the 3rd Level, you are capable of seeing everything that marked creatures see while they are marked.
At the 6th level, you can now use the Stunning Grace feature a number of times equal to half of your Charisma modifier (rounded up). In addition, creatures have disadvantage when making the Wisdom saving throw to avoid the effects of this feature.
At the 8th level, your targets feel the sting of betrayed love stronger than your blade. Whenever you hit a marked creature with a Finesse weapon they take an additional 1d6 psychic damage.
At the 11th level, you can use the Dagger of Charming feature to add your mark to any Finesse weapon in your possession.
At the 15th level, you can make a Performance skill check (DC 20) before making a Persuasion skill check on a marked creature, and if you succeed on this Performance skill check, you automatically succeed on the Persuasion skill check. After successfully making this performance skill check, you cannot use this feature again until you take a long rest.
At the 18th Level, you can use a bonus action to attempt an assassination on a creature that you've marked. The next time you hit the marked creature with a Finesse weapon, they must make a Constitution saving throw against your spell save DC or take an additional 3d8 magical slashing damage. After using this feature, you cannot use it again until you take a long rest.