Enchantment Wizard Rewrite
Hooded figures stand in a circle. In the center is a candle-lit alter streaked with dried blood. One figure, unhooded, mutters occultic chants with an ornate dagger held high. Lying beneath the figure, prone on the alter, an unconscious boy. After a crescendo of chanting, the center figure turns the dagger downwards when suddenly, a word carries through the windless air of this dark chamber. "Halt", an intoxicating energy seeps out of the chambers corridor. The cultist is paralyzed, and an elven woman enters the chamber flanked by the heavy footfalls of several guards.
School of Enchantment
Enchanters are experts in manipulating bodies and minds. They use their arcane power, wit, and charm to slip past defenses, cripple or dominate creatures, and even rewrite memories. In this rewritten school, you will find some familiar abilities with some enhancements. I also decided to move some powerful capstone abilities to earlier levels to compliment a wider range of play levels, at the cost of being very mischevious to DMs. There are some new flavorful abilities that give Enchanters an edge in combat, relying less on spell usage, and more reliant on arcane mastery.
Enchantment Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
Hypnotic Presence
Starting at 2nd level when you choose this school, your soft words and enchanting presence can magically enthrall another creature. As an action, choose one creature that you can see within 15 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell saved DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. Creatures charmed in this way get to repeat a saving throw when they are damaged by you or an ally of yours. Creatures must be within 15 ft of you to be under this effect.
On subsequent turns, you can use a bonus action to maintain your hypnotic performance and bind an additional creature to your presence. The number of creatures you can can sustain under this effect equals your Charisma modifier.
Instinctive Charm
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. Creatures that can't be charmed are immune to this effect. On a failed save, the attacker must target a creature you choose.
On a successful save, you can't use this feature on the attacker again until you finish a long rest.
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Alternatively, you can use your reaction after taking damage to channel your pain and emotional toil into your Hypnotic Presence. Each creature charmed, frightened, or affected by your Hypnotic presence takes psychic damage equal to the damage you suffered. Once a creature takes damage in this way, they are no longer under your influence.
Alter Memories
At 10th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier ( minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
Force of Personality
Starting at 14th, creatures you target with your abilities are stricken with the potent arcane force of your personality. Large or smaller creatures you attempt to charm or frighten that are immune to those conditions become susceptible, but only enough that they are incapacitated and their speed is reduced to 0 on a failed save. Huge or larger creatures are not affected in this way, but do still suffer the following effect.
Additionally, creatures wear your charm like a suffocating arcane mantle. When a charm or fear effect you created on a creature ends, roll 2d6 psychic damage for every round the creature was affected as your intoxicating presence is ripped from their minds (to a maximum of 12d6 psychic damage). You can choose not to cause this damage and gently lift your presence instead.