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EnchantmentWizard Arcane Tradition — D&D 5e

Enchanters make fighting them personally dangerous — get too deep into an enchanter’s head and you may find yourself unable to lift a hand against them at all. It’s the wizard tradition built around social control and turning enemies against each other.

Class
Wizard
Type
Arcane Tradition
Features
5
Feature levels
2 · 6 · 10 · 14

Level by level

Enchantment Features

Level 2Enchantment Savant

Copying an enchantment spell into your spellbook costs you less time and less gold than usual.

Level 2Hypnotic Gaze

As an action, you can lock eyes with a creature and try to leave it dazed and unable to act until the start of your next turn, a small charm you can lean on repeatedly through the day.

Level 6Instinctive Charm

When a creature you can see attacks you, you can use your reaction to try redirecting that attack toward the nearest other creature instead.

Level 10Split Enchantment

When you cast an enchantment spell that targets only one creature, you can spend a spell slot to have it affect a second target as well.

Level 14Alter Memories

After charming a creature, you can erase its memory of the encounter, and any creature you’ve charmed becomes noticeably harder for it to break free of your influence.

Swear the Oath

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Forge a Enchantment Wizard