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.
Level by level
Enchantment Features
Level 2 — Enchantment Savant
Copying an enchantment spell into your spellbook costs you less time and less gold than usual.
Level 2 — Hypnotic 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 6 — Instinctive 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 10 — Split 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 14 — Alter 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