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Enchanter


Hit Points

Hit Dice: d8 per Enchanter level
Hit Points at first Level: Hit points at 1st level: 8 + your constitution Modifier
Hit Points at Higher Levels: 1d8(or 5) + your constitution modifier per enchanter level after 1st

Proficiences

Armor: none
Weapons: Quarterstaff
Tools: Herbalism kit
Saving Throws: Wisdom, and Constitution
Skills: Choose 3 from the following Arcana, History, Insight, Medicine, Animal Handling, Perception, or Survival

Class Features

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot use a shield and still gain this benefit.  

Fatigue

Beginning at first level, when using any of your enchantments you will expend fatigue if you reach the max of your fatigue limit you will gain a level of exhaustion. Your fatigue limit equals 6+ your constitution modifier the fatigue limit will slowly go up over time refer to the enchanter table to see when it goes up You regain all your fatigue on a long rest  

Enchantments

Beginning at first level, you have begun training your power as an enchanter and have created some enchantments pick 5 enchantments you will gain 2 new enchantments at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th. Lists of Enchantments here Enchantments   Enchantments use your proficiency+ wisdom modifier   Enchantments are separated into tiers of strength the number next to the tier represents what level you must be to acquire the enchantment you gain 1 new enchantment when you reach a new tier The different tiers and what they include are detailed at the end of the document  

Enchanters Staff

The enchanter’s staff is a wooden staff of your own design that is required to perform enchantments if the staff is broken you cannot cast your enchantments. The enchanters staff serves as a normal quarter staff with some exceptions, if broken the staff will reform after a day, because of your connection with the staff you will always know exactly where it is.  

Support from the distance

Starting at 2nd level, when you cast an Enchantment that has a range of 5 feet or greater, you can double the range of the Enchantment. When you cast a spell that has a range of touch, you can make the range of the Enchantment 30 feet. You can use this feature a number of times equal to your Wisdom modifier and uses replenish after a long rest.  

Enchanting Style

Starting at 2nd level, you adopt a particular style of Enchanting as your specialty. Choose one of the following options. You can’t take an enchanting style option more then once, even if you later get to choose again  

Heavy Caster

if you cast only Enchantments for 3 turns in a row you gain a -1 to the fatigue cost of your enchantments, in order to keep this -1 you have to keep consecutively casting enchantments if you fail to do so you will have to start over   Selfish You gain a +1 ac when you have taken damage   Selfless When you have healed an ally within the last turn you gain a +1   Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.  

Enchanting Arts

As an Enchanter grows, they began to feel a call to enhance their powers this results in the enchanter specializing into an Enchanting Art which allows for greater control of a certain area of enchanting choosing an enchanting art is one of the biggest decisions in adventuring.    

Second Wind

Starting at 3rd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Enchanter level. Once you use this feature, you must finish a short or long rest before you can use it again.  

Ability Score Improvement

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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Vessel

At 20th Level, you have become one with the power that permeates the realm. For one minute anything you do will not cost Fatigue


Starting Equipment

• An Enchanters staff of your own design • (a) an Explorers pack (b) a scholar’s pack
 


Subclass Options

High Enchanter Art

A High Enchanter uses and enchants the world around them to produce powerful elemental attacks. High enchanters often stylize themselves as protectors of the realm and can usually be found seeking out and defeating elementals that escape into Caetherium from the Infinite Voids.  

Elemental Basics

At 3rd level, you learn the basics of enchanting your environment and are now able to manipulate the 4 basic Elements Air, Earth, Fire, and water.   Utilizing your control of the elements is somewhat tricky, you can use the elements as you see fit manipulating them to do any manner of task such as using the wind to create steps under you or covering an ally’s blade in fire.   There are some restrictions, using this ability will give you 2 fatigue minimum, depending on how you want the ability to work it may cost more fatigue combining 2 elements puts extra stress on your body usually giving you a lot of fatigue.  

Mix & Match

At 7th level, you have moved beyond the basics of high enchanting and can now use and combine 2 elements at the same time without incurring the extra fatigue penalty  

Beyond the Basics

At 10th level, you have mastered the basic elements and it is time to move beyond them you can now manipulate most parts of an environment such as the weather, metal, glass, gas, electricity, ice, oxygen, darkness, etc. using the basic elements is easier and the fatigue minimum for the basic elements is now 1  

Elemental Defense

At 14th level, after much practice you can use your control of the elements without much effort. You can now use your reaction to attempt to stop an opponent’s attack using your elemental powers. How you stop the action and how much power you use for it determines the fatigue cost, but it is normally a minimum of one  

Elemental Master

At 17th level, you now have powerful mastery over the elements and can control many of the aspects of the realm. You now have access to control of death, the body, time, magic, and the senses, using the master elements is tough and it will cost a minimum of 3 fatigue to use them. The cost of using the advanced elements is now reduced to 1 Once you reach 19th level you will gain access to one of the 3 major elements Life, Space, and Reality. Pick one of these 3 elements whichever you pick will become the only one you can use the others will be impossible to use, the cost to use one of the major elements is at minimum 5 fatigue  

Mimicry Art

A Mimicker uses their knowledge of enchanting to absorb spells and use the knowledge gained to recreate those spells. Mimickers are the enchanters that don’t want to be known they want to blend into society they don’t care about fame and fortune they just want to help by taking out monster as such mimickers will often wear a mask and pretend to be a lower level magic user.  

Mimicry

At 3rd level, you now have the ability to take and store spells, when a spell is casted within 30 feet of you, you can perform a wisdom saving throw and, on a success, you absorb the spell and store it in your staff. You will remember every spell you absorb but the staff can only hold 10 spells at a time what spells the staff is holding is decided by you and the spells can be switched out on a short rest. Using mimicked spells costs fatigue and the amount used is dependent on the level of the spell and your class level. Check the chart for details. The number of spells you can hold increases by 2 every other level after 3rd level Spells that you cast that decrease exhaustion do not work on you.  

Research

At 7th level, you have done your research and your spell knowledge has increased choose 3 5th level or lower spells from any spell list and add them to your set of mimicked spells  

Greater absorption

At 10th level, when you absorb a spell you will lose fatigue equal to the spells level  

Primary

At 14th level, you pick 5 spells the fatigue cost for those spells is now cut in half  

Mad scientist

At 17th level, when using a mimicked spell, you can choose to combine it with another spell it will combine the effects of both spells. This ability can be used a number of times equal to your wisdom modifier. The number of uses can be reset with a long rest. Upon reaching 19th level you can cast more then one spell on your turn  

Stoic Art

A Stoic uses their enchanting knowledge to become a human shield and protect their allies. Stoics are the white knight they normally take up protective duties as bodyguards adventures and will do whatever it takes to keep others alive  

Heavy Armor

At 3rd level, when picking this subclass, you gain proficiency in heavy armor and shields  

Look at me

At 3rd level, you can use your action to draw the aggression of all enemies within 30 ft all enemies in the radius must make a DC of 8 + wisdom + Proficiency wisdom saving throw, if the enemies attempt to attack someone other then you they make the attack at disadvantage. This costs 1 fatigue  

Trading places

At 7th level, you can use your reaction to switch places with an ally that is being hit. you will take the damage. This cost 2 fatigue  

Multiple Man

At 10th level, you can create a double of you made of clay it has half your health, when the double is summoned it will draw the aggression of any enemies in a 30 ft radius this will make all enemies in the range a DC of 8+wisdom+Proficency wisdom saving throw on a fail attacking anyone who is not the double will incur disadvantage The double costs 3 fatigue to create and lasts for 5 turns and has half of your maximum health  

Generous

At 14th level, you use your enchanting power to refill the health of an ally using your own health. You take 7d8 damage, and one creature within 30 ft regains a number of hit points equal twice the damage you take. Any creature that attacks the receiver of this ability within the next turn gains disadvantage, this ability can only be used 3 times per long rest.  

Golem Pilot

At 17th level, you create a large golem around yourself it takes up 15 feet and is 25 ft tall. The golem has the stats of a storm giant. And upon use will draw the aggression of every enemy in a 40 ft radius. They make an 8 + wisdom + Proficiency DC saving throw on a fail if they attempt to attack a creature other then you, they gain disadvantage. This costs 5 fatigue to create and lasts 1 minute  

Impedimenta Art

The Impedimentum uses enchanting to create powerful enchanted gear that they can then swap out quickly. The Impedimentum is a fierce warrior with a strong sense of pride, their prowess on the battlefield is known throughout the realm  

Warrior

At 3rd level, when picking this subclass gain proficiency in all weapons, armors, and shields  

Signature Equipment

At 3rd level, you enchant your armor and weapons giving them special properties. When you enchant the armor and weapons, they take on a unique appearance. pick a set of armor and weapons and give them resistance/damage of a certain type (excluding physical damage) the armor/weapons are stored in your staff and can be summoned for a 1 fatigue cost. You can store up to 3 sets in your staff, gains 1 slot at 6th, 9th, 12th, and 15th The elemental damage dice that’s added is a d4 becomes a D6 at 7th, a d8 at 11th, and a d10 at 16th. Also, your summoned weapons are considered an Arcane focus. You also can now use either strength or dexterity on attack rolls.  

Gear Combinations

At 7th level, you gain the ability to summon your gear combined with gear from other sets, such as using the fire armor but taking the blade from the water gear set  

Gear Evolution

At 10th, level, your progress in enchanting gear has improved all your enchanted gear now gains special abilities work with your dm to decide which abilities fit different sets of armor.  

Special Set

At 14th level, choose one set of gear when wielding the full set, you gain legendary actions. Work with your dm to determine the nature and cost of the legendary action

Master Gear Enchanter

At 17th level, when you enchant gear you are no longer restricted to a certain damage type and can create powerful magic items, make sure to work with your dm to implement them  
 


Enchanter Table
LevelProficiency BonusFeaturesFatigue LimitEnchantment Tier
1st+2Fatigue, Enchantments, Enchanters Staff, Unarmored Defense61
2nd+2Support From a distance Enchanting Style61
3rd+2Enchanting Art, Enchantment gain, Second wind61
4th+2Ability Score Improvement71
5th+3Extra Attack72
6th+3Enchantment gain,72
7th+3Enchantment Art Feature82
8th+3Ability Score Improvement82
9th+4Enchantment gain93
10th+4Enchantment Art Feature93
11th+493
12th+4Ability Score Improvement, Enchantment gain93
13th+5104
14th+5Enchantment Art Feature104
15th+5Enchantment gain104
16th+5Ability Score Improvement114
17th+6Enchantment Art Feature115
18th+6Enchantment gain115
19th+6Ability Score Improvement115
20th+6Enchantment gain, Vessel125
Mimicry Spell cost table
LevelFatigue cost per spell level
1st2nd3rd4th5th6th7th8th9th
1st235101827394554
2nd135101827394554
3rd125101827394554
4th125101827394554
5th123101827394554
6th123101827384554
7th12341827394554
8th12341827394554
9th1234527394554
10th1234527394554
11th123456394554
12th123456394554
13th12345674554
14th12345674554
15th1234567854
16th1234567854
17th123456789
18th123456789
19th123456789
20th123456789
19th
20th

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Toxic-Power.

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