Enchantments
Tier 1 level 1-4
Critical revenge
Casting time: 1 reaction
Range: Self
Fatigue cost: 2
Duration: Instantaneous
If a creature scores a critical hit against you, each ally that can see both you and the triggering enemy has advantage on attack rolls against the target until the start of its next turn.
Earthen buff
Casting time: 1 action
Range: Touch
Fatigue cost: 1/2
Duration: Until employed or 1 minute
You use your power on a willing creature. The target gains a bonus on its next Constitution, Strength, Wisdom, or Intelligence saving throw equal to your proficiency bonus.
Guided hands
Casting time: 1 bonus action
Range: Self
Fatigue cost: 1/2
Duration: Instantaneous
Before attempting a Wisdom (Medicine) or Intelligence (Arcana) check, double your proficiency bonus with the roll.
Evasive Overdrive
Casting time: 1 bonus action
Range: Self
Fatigue cost: 1
Duration: 1 round
You’re able to do everything in your power to avoid getting hit. You gain a +1 bonus to AC against one creature you can see, and you don't provoke opportunity attacks from the target until the beginning of your next turn.
Earthen Shell
Casting time: 1 reaction
Range: Self
Fatigue cost: 2
Duration: Instantaneous
If you are below half hit points and an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Supportive
Casting Time: 1 action
Range: Touch
Fatigue cost: 0
Duration: Instantaneous
You use your power on a willing creature and spend a Hit Die. If the target has been reduced to 0 hit points and is making death saving throws, the target gains 1 hit point. If above 0 hit points, the target recovers hit points equal to your proficiency bonus + 1d6.This increases to 2d6 at 10th level.
Critical Expertise
Casting Time: 1 reaction
Range: One ally that can hear you
Fatigue cost: 1/2
Duration: Instantaneous
You can aid allies in pinpointing weak spots in enemies based on your own knowledge. You can add your Intelligence or Wisdom modifier as extra damage to a successful attack made by an ally that can hear you.
Healing aid
Casting Time: 1 bonus action
Range: Self
Fatigue cost: 2
Duration: Instantaneous
Use after attempting an Enchantment that recovers a target’s hit points. The target recovers 1d4 additional hit points. This increases to 2d4 at 10th level.
Enhanced Study
Casting Time: 1 bonus action
Range: 30 feet
Fatigue cost: 1
Duration: a single attack
You can quickly ascertain your enemy's eye movements and body language and determine the best course of action. When you make an attack against the target. You can use Intelligence or Wisdom instead of Dexterity as your modifier for attack and damage.
Weak Spot
Casting time: 1 bonus action
Range: Self
Fatigue cost: 1
Duration: Instantaneous
Use after you score a hit. The target’s speed is reduced by half until the beginning of your next turn
Weapon Change
Casting time: 1 bonus action
Range: 10 ft
Fatigue cost: 1/2
Duration: 1 minute
You can change the shape of your enchanting staff to match that of any weapon. You will have proficiency with that weapon for the duration and still be able to cast enchantments
Advancement: at 10th level, you can use this enchantment on other creatures.
Tier 2 level 5-8
Follow up
Casting Time: 1 bonus action
Range: Self
Fatigue cost: 2
Duration: Instantaneous
Target one creature you scored a critical hit on this turn double the amount of dice rolled for damage.
Wound reset
Casting Time: 1 action
Range: Touch
Fatigue cost: 2
Duration: Instantaneous
Target one living creature. The target is healed of any damage incurred by the last hit it received since the end of your previous turn.
Hawks Eyes
Casting Time: 1 action
Range: Touch
Fatigue cost: 1/2
Duration: 24 hours
Target one living creature. The target is immune to being blinded.
Advanced: At 12th level, you can target two creatures, though each one requires an action: you can sacrifice the action on your next turn in order to use the enchantment twice this turn.
Poison Purge
Casting Time: 1 minute
Range: Touch
Fatigue cost: 1
Duration: 24 hours
Target one living creature suffering from disease or poison. The target has advantage on any saving throws to recover from disease or poison.
Soothe
Casting Time: 1 action
Range: Touch
Fatigue cost: 1
Duration: Instantaneous
Target one living creature. The target regains hit
points equal to your proficiency bonus + your Wisdom modifier + your level.
Advanced: At 12th level, you can either increase hit points recovered to triple your Wisdom bonus or you can target two creatures instead of one.
Extra Energy
Casting Time: 1 action
Range: Touch
Fatigue cost: 1
Duration: 1 hour
Target one living creature. For one hour, the target has advantage on Dexterity skill checks and saving throws, and +10 feet bonus to speed.
Advancement: At 12th level, you can target up to 2 creatures, but each requires an action: you can sacrifice the action on your next turn in order to administer both
injections this turn.
Tier 3 Level 9-12
Hasten
Casting Time: 1 bonus action
Range: Touch
Fatigue cost: 3
Duration: Instantaneous
Target one living creature to gain one additional action on its next turn and on its following turn. This is in addition to any actions the target already has, including bonus actions.
Advancement: At 15th level, you can target up to 2 creatures, but each requires either an action or a bonus action (on the same turn).
Strengthen Armor
Casting Time: 1 action
Range: Touch
Fatigue cost: 3
Duration: Five minutes
Target one living creature to gain a +2 bonus to AC. This bonus increases to +3 at 14th level.
Advancement: At 15th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your action on your next turn in order to cast both enchantments this turn.
Brink of death
Casting Time: 1 action
Range: Touch
Fatigue cost: 3
Duration: Instantaneous
Target one living creature reduced to 0 hit points or less in the previous round. You gain 5 + your level temporary hit points.
Healing boost
Casting Time: 1 action
Range: Touch
Fatigue cost: 3
Duration: Five minutes
Target you and one living creature OR two living creatures. The target regains hit points equal to your proficiency bonus + your Wisdom attribute modifier + your level. The target also has advantage on Constitution ability checks and saving throws for five minutes.
Advancement: At 15th level, you can target up to 4 creatures, but every two targets require an action: you can sacrifice the action on your next turn in order to affect all targets this turn.
Natural Healer
Activation Time: 1 action
Range: Touch
Fatigue cost: 3
Duration: Instantaneous
Target you or one living creature. The target regains hit points equal to double your proficiency bonus + double your Wisdom attribute modifier + your level.
Advancement: At 15th level, increase to triple your proficiency bonus and attribute modifier.
Mindful
Activation Time: 1 bonus action
Range: Self
Fatigue cost: 2
Duration: 1 round
Double your proficiency bonus to your next Intelligence or Wisdom skill check. If the check still fails, you have advantage on all saving throws until the end of your next turn.
Coursing strength
Activation Time: 1 action
Range: Touch
Fatigue cost: 3
Duration: 1 hour
Target one living creature. The target has advantage on Strength ability and skill checks as well as a +1 bonus to Strength-based attack rolls.
Advancement: At 15th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your action on your next turn in order to affect both targets this turn.
Mending bones
Activation Time: 1 minute
Range: Touch
Fatigue cost: 3
Duration: Instantaneous
One creature recovers as many Hit Dice as twice your proficiency bonus.
Enchanters Constitution
Activation Time: 1 action
Range: Touch
Fatigue cost: 3
Duration: 1 hour
Target one living creature. For one hour, the target has advantage on Constitution ability checks and saving throws. The target also gains temporary hit points equal to double your proficiency bonus + double your Wisdom bonus.
Advancement: At 15th level, you can target up to 2 creatures, but each requires an action: you can sacrifice the action on your next turn in order to administer both injections this turn.
Tier 4 Level 13-16
Wake up
Activation Time: 1 action
Range: Touch
Fatigue cost: 4
Duration: Instantaneous/Special
Target one unconscious living creature. The target wakes up. If at 0 hit points, the target is brought to 1 hit point, wakes up, and can expend up to 2d4 hit dice to recover hit points. The target is also immune to sleep effects until you finish a long rest.
Advancement: At 15th level, you can target up to 2 creatures, but each requires an action: you can sacrifice your next turn in order to administer both injections this turn.
Arrow to the knee
Activation Time: 1 bonus action
Range: Self
Fatigue cost: 3
Duration: Until saved or 1 minute
Target one creature that was hit with a ranged weapon this turn. The target suffers a -2 penalty to AC and its speed is halved until it makes a Constitution saving throw.
Armored protection
Activation Time: 1 action
Range: Touch
Fatigue cost: 3
Duration: Five minutes
Target one living creature. For five minutes, the target automatically succeeds at all Wisdom and Intelligence saving throws. The target also gains resistance to all physical damage.
Quick Save
Activation Time: 1 minute
Range: Touch
Fatigue cost: 4
Duration: Instantaneous
Target one creature that has been reduced to 0 hit points or killed in the past five minutes. The target regains hit points equal to double your proficiency bonus + double your Wisdom attribute modifier. The target can also expend up to 2d6 Hit Dice to recover additional hit points.
Quicken reflexes
Activation Time: 1 action
Range: Touch
Fatigue Cost: 3
Duration: 1 minute
Target one living creature. When making an attack action, the target may make one extra attack with any weapon it is holding. This is in addition on to any attacks it already has and those gained by a bonus action.
Advancement: At 15th level, you can target up to 2 creatures, but each requires an action: you can sacrifice the action on your next turn in order to Cast both Enchantments this turn.
Tier 5 level 17-20
Temporary Relief
Activation Time: 5 minutes
Range: Touch
Fatigue cost: 4
Duration: Instantaneous
Target up to 6 creatures (which can include you). Each target gains temporary hit points equal to double your proficiency bonus + double your Wisdom attribute modifier.
Advancement: At 20th level, target gains +3d4 additional temporary hit points.
Exposed weakness
Activation Time: 1 action
Range: 30 feet
Fatigue cost: 4
Duration: Five minutes
Target up to 6 creatures (which can include you) For 5 minutes, the target’s weapon attacks score a critical hit on a roll of 19 or 20. If the target already can score a critical hit on a roll of 19 or 20, it increases to 18, 19, or 20.
Relocation
Activation Time: 1 reaction
Range: Self
Fatigue cost: 4
Duration: Instantaneous
If you are targeted by an area effect, you are moved to the nearest unoccupied space outside the area (suffering no damage). You also gain a +5 bonus to AC and have advantage on Dexterity ability checks and saving throws until the end of your next turn.
Banish effects
Activation Time: 1 minute
Range: Touch
Fatigue cost: 4
Duration: Instantaneous
Target one living creature. The target recovers from all the following conditions: blinded, charmed, deafened, diseased, paralyzed, poisoned, and stunned. it recovers hit points equal to double your proficiency bonus + double your Wisdom attribute modifier + double your level.
Chains of life
Activation Time: 5 minutes
Range: Touch
Fatigue cost: 5
Duration: Instantaneous
Target one ally killed in the past 30 minutes. The target returns to life with 20 hit points, and they awaken.