
Sorcerous Origin: Enchanter
Somewhere in your lineage you may have an ancestor that was a being with naturally bewitching powers like that of a fey or demon, or you may have been exposed to some strange enchantment that left its permanent imprint on you. An enchanter is a supernatural being that represents or has studied the mystic arts for higher seductive and transformative magic. These types of magicians are considered seducers and can be considered tricksters in magical circles. Mostly, these types of sorcerers are always considered good or neutral; however, on rare occasions, this is not always the case.
Many enchanters gravitate towards positions of power and influence, whether for good or for evil. With a smile, an enchanter can change a life; a whisper, or even the course of history.
Enchantment Arts
Your connection to your magic allows you to learn spells and attune to items normally associated with the bard class. Whenever your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the bard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Enchanter Origin Spells
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell. The new spell must be an enchantment, transmutation, or evocation spell.
| Sorcerer Level | Spells | ㅤㅤㅤㅤㅤㅤㅤㅤ |
|---|---|---|
| 1st | Faerie Fire, Charm Person | |
| 3rd | Hold Person, Nystul's Magic Auraㅤ | |
| 5th | Enhance Ability, Hypnotic Pattern | |
| 7th | Polymorph, Confusion | |
| 9th | Skill Empowerment, Dominate Person |
Hypnotic Voice
Starting at 1st level you know the "Friends" cantrip, and may cast it without material components. Additionally, gain proficiency in Charisma (Persuasion) checks, if you are already proficient you gain double proficiency ("Expertise").
Mantle of Glamour
Starting at 1st level, as a bonus action you may wreathe yourself in a veil of gleaming magic, as your eyes glow with emissive magic for 1 minute. Humanoids and Beasts of your choice that can see you, and enter a space within 30 feet of you succeed on a Wisdom saving throw or be charmed by you for the duration of the mantle. You may end the Mantle, or the charm caused by your mantle on any of your targets at anytime.
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Creatures charmed in this way regard you as a trusted companion to be heeded and protected. Although the creature isn't under your control, it heeds your requests or commands in the most favorable way it can.
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You may communicate telepathically with creatures charmed by you, though this feature grants them no special ability to respond.
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Attacking or otherwise asking charmed creatures to cause obvious harm to themselves incurs an additional save against the Mantle's charmed condition.
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You may have a number of charmed creatures in this way equal to your half of your Proficiency Bonus rounded down (minimum 1) using this feature.
Targets have advantage on the save if you are in combat with them. Once a target succeeds its initial save it will not need to repeat any additional save caused by the mantle while within range. Charmed creatures with a Charisma score equal to or higher than your own may use their "Action" to attempt to resist the Mantle every other turn after initial fail on the save. Once you use this feature you can’t use it again until you finish a short or long rest.
Alluring Visage
The disarming and enchanting aura you constantly emit makes it harder for creatures to deny you, and leaves them susceptible to your reproach. Beginning at 6th level you always have the "Sanctuary" and "Suggestion" spell prepared and may cast them without material components.
As a Bonus Action, also may cast the "Sanctuary" spell without spell slots using this feature, targeting only yourself. When you cast "Sanctuary" in this way, casting an Enchantment Spell, Origin Spell, or any beneficial spell that affects another creature, does not cause the effects of your "Sanctuary" ward to end. Once you use the effects of this feature you can’t use it again until you finish a long rest, or unless you spend 3 sorcery points upon casting the "Sanctuary" spell with spell slots.
Enchanter's Guile
At 14th level, your understanding of the world becomes more clear as you refine, and hone the mystical arts of the mind. As such you now have resistance to "Psychic" damage, and can understand any spoken language. Conversely any creature's charmed by you, now understand you in their own native language regardless of language differences.
As a part of this feature, once before the charmed condition expires, you can spend 1 sorcery point as an "Action" make creatures that are charmed by you unaware that their mood has been influenced by magic. You must have at least one free hand for a somatic component in order to take this action.
(If you already possess resistance to "Psychic" damage, it then becomes immunity at 18th level).
Unearthly Beauty
At 18th level, your bewitching magic begins to reach the epitome of mortal charm and allure, permenantly warping your being into that of a supernatural beauty. As such, you are now immune to the charmed condition, as well as effects related to the charmed condition.
In addition to that, whenever you use a Metamagic option on an enchantment or origin spell, you reduce the sorcery point cost of that Metamagic by 1 to a minimum of 1 sorcery point.
Lastly, you gain the following beneficial effects to your "Mantle of Glamour" feature:
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The duration of your "Mantle of Glamour" increases to 10 minutes.
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The "Mantle of Glamour" can target all creature types excluding undead and constructs.
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Casting spells or using features that restore Hit Points while "Mantle of Glamour" is active adds an additional amount equal to your Charisma modifier.
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Creatures no longer have advantage against your "Mantle of Glamour" if you are in combat with them, however they still have advantage if you have recently antagonized or attacked them (on your turn or during a round in which you have taken your turn in initiative order).