Enchanter

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An Enchanter is a form of Specialist Wizard in Dungeons & Dragons. Specialized in the school of Enchantment, this is one of those cases where D&D fans are practically talking a different language to other fantasy fans; in most fantasy, "enchanting" is used as the term for transforming mundane items into powerful magical items - but, in D&D, this is the providence of the Artificer. The Enchantment school is instead focused on mind-fuckery; these wizards excel at seizing control of the will of other beings and reducing them to puppets.

Ironically, despite the fact that this is obviously a pretty evil thing to do when you think about it (not to mention a really /d/oor-opening power-set), enchanters traditionally aren't looked upon as evil in D&D - although there was an article in Dragon Magazine pointing out that, if anything, enchanters should be regarded with just as much fear and distrust as Necromancers. There's a reason the Undead Master, a necromancer kit from Advanced Dungeons & Dragons focused on being an archetypical pulp-style evil wizard, is essentially a threeway Conjurer/Enchanter/Necromancer hybrid.

This might be because, after 3rd edition came out, Enchantment took a huge nose-dive in terms of potency; almost every single monster type in the game is immune to Enchantment school spells.

Whilst the Illusionist was the first specialist wizard in D&D, a proto-Enchanter also appeared in AD&D 1e in the form of the Houri.

2e Mechanics[edit | edit source]

Base Class: Wizard
Ability Score Requirements: Intelligence 9, 16 Charisma
Racial Restriction: Human, Elf, Half-Elf
Special Benefits:
+1 spell slot per spell level, which must be used to memorize an Enchantment spell.
+1 bonus to saving throws against Enchantment spells.
Enemies targeted by your Enchantment spells suffer a -1 penalty to their saving throws.
When you reach a new spell level, you automatically learn 1 Enchantment spell.
When trying to invent a new Enchantment spell, you treat its spell level as being -1 from its actual spell level for the difficulty.
+15% bonus to chance to learn a Enchantment spell.
Special Drawbacks:
Opposition Schools: You cannot learn spells from the Evocation or Necromancy schools, nor can you use magic items based on these schools.
You suffer a -15% penalty to your chance to learn non-Enchantment spells.

Third Edition[edit | edit source]

Dungeons & Dragons 3rd Edition Variant Classes
Adept Urban Adept
Artificer Psionic Artificer
Barbarian HorselordImplacableTotem BarbarianVariant Barbarian
Bard Bardic SageDivine BardHarbingerSavage BardVariant Bard
Cleric Ancestral SpeakerArcane DiscipleAspirantBenevolentCloistered ClericCrusaderEvangelistLost OneRage ClericSacred EnforcerVariant Cleric
Druid Druidic AvengerMetal MasterSidhe ScholarStorm DruidTotem DruidUrban DruidVariant DruidWild ReaperWind WalkerWinter Warden
Fighter BodyguardCommanderCorsairExoticistFencerHorsemanJanissaryKensaiKnightPugilistShield BearerSurvivalistTargetteerThaneThugVariant Fighter
Monk Buddhist MonkChaos MonkClockwork DiscipleFranciscan FriarHoly MonkHunter MonkIlluminated MonkKnight HospitallerMartial MonkRaging MonkShinto MonkSidewinder MonkSteadfast MonkVariant MonkVigilant MonkWild Monk
Ninja Variant Ninja
Paladin AnarchAnti-PaladinAvengerCorrupterDespotEnforcerIncarnatePaladin of FreedomPaladin of LightPaladin of SlaughterPaladin of TyrannySentinelSolstice KnightVariant PaladinWyrmslayer
Psion Erudite
Ranger Moon-Warded RangerMystic RangerPlanar RangerUrban RangerVariant RangerWild Defender
Rogue Lunar RogueWilderness RogueVariant Rogue
Sorcerer Battle SorcererVariant Sorcerer
Wizard AbjurerAnagakokCombat WizardConjurerDeathwalkerDivinerDomain WizardEnchanterEvokerFilidhFleshcrafterIllusionistNecromancerSpecialist WizardSoul ReaperTransmuterVariant Wizard

4e Enchanter[edit | edit source]

Officially, in Dungeons & Dragons 4th Edition, Specialist Wizards were out of the game, no longer having any mechanical relevance. In practice, the Enchanter was still alive and kicking, because the Wizard's spell-list was full of enchantment-based spells. True, the "utility" spells of old were gone - a player could no longer brute force their way past diplomatic situations with a simple Charm Person or Dominate spell - but the Wizard's attack powers were full of many, many mind-fuckery style spells, to the point of even using "Charm" and "Enchantment" as keywords. With the release of material like the Dragon Magazine article on Feywild-themed wizards and the Arcane Power splatbook, a player could easily build up a full-fledged mind-melting enchanter if they wanted to.

The Enchanter name returned as a subclass for the Mage in Dungeons & Dragons 4th Edition, meaning now you could "officially" be an Enchanter. Being an Enchanter was handled as a set of three features gained by choosing that specific magical school, and which were acquired at levels 1, 5 and 10. A Mage could also dabble in Enchantment by taking the 1st and 5th level Enchantment school benefits at levels 4 and 8.

  • Enchantment Apprentice: When one of your arcane enchantment powers allows you to pull, push, or slide a creature, the maximum distance of the forced movement increases by 2 squares.
  • Enchantment Expert: You gain a +2 bonus to Bluff checks and Diplomacy checks.
  • Enchantment Master: When one of your arcane enchantment powers forces a creature to make an attack, that creature gains a +2 power bonus to the attack roll.

The Essentials Witch class, incidentally, also added a number of new Enchanter spells to the Wizard's arsenal, although it also added many transmutation and illusion spells too.

5th Edition's Arcane Tradition[edit | edit source]

In Dungeons & Dragons 5th Edition, Enchanters have their ability to hypnotise others enhanced through their specialization; Hypnotic Gaze (2nd level) lets them effectively make a free charm attack on a creature within 5 feet, Instinctive Charm (6th level) lets them try and bewitch an attacker and so redirect its attack as a reaction, Split Enchantment (10th level) lets them hit two creatures with a single 1-target Enchantment spell, and finally, Alter Memories (14th level) lets them not only make a charmed creature unaware of its being charmed, they can also try to blank out its memories of some of the time it spent under their control.