Enchanter V.4

by Feln

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  • Enhanced Reflexes - the creature gains an additional reaction per turn.

  • Saving Grace - adds a +2 to the roll of any saving throw you make.

  • Mana Shield - when taking damage from a spell or magical effect, the the damage is automatically reduced by 1d8. The enchantment ends after 3 uses.

You can use this trait a number of times equal to your proficiency bonus, after which a short or long rest is needed to replenish any expended uses.

  • Steel Skin - the linked creature gains resistance to slashing, piercing, and bludgeoning damage from non magical weapon attacks. If the creature already has passive resistance to any one of those damage types, choose one element instead(except force and psychic).

  • Counterflow - when a linked creature is targeted by a weapon attack and that attack misses, a reaction can be used so that the damage is reversed back to the attacking creature instead. The damage dealt has an additional 1d6 bonus damage. Reaction used can be yours or the linked creature.

While your link to the earth is in effect, you and other creatures that are linked to you can ignore the effects of natural difficult terrain.

At 13th level the range for this trait is increased to 120 feet.

Inversely, any natural (20) you roll during an attack roll, saving throw, or ability check will yield you a Yin point on your Karma Counter.

Once a number of Yin or Yang points have accumulated certain effects can can be used by consuming a reaction. Yang points are used on yourself to invoke good luck, while Yin points are used on a linked enemy to invoke bad luck.

Enchanter Spell List

Cantrips (0 Level)
  • Control Flames
  • Dancing Lights
  • Encode Thoughts
  • Light
  • Mage Hand
  • Minor Illusion
  • Message
  • Mending
  • Shape Water
  • Shillelagh
  • Thaumaturgy
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Bless
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Cure Wounds
  • Entangle
  • Detect Magic
  • Faerie Fire
  • Find Familiar
  • False Life
  • Fog Cloud
  • Illusory Script
  • Mage Armor
  • Sleep
  • Snare
2nd Level
  • Aid
  • Arcane Lock
  • Blindness/Deafness
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Detect Thoughts
  • Enlarge/Reduce
  • Enthrall
  • Gust of Wind
  • Invisibility
  • Knock
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon
  • Mirror Image
  • Pass without Trace
  • Ray of Enfeeblement
  • See Invisibility
  • Silence
  • Suggestion
  • Warding Wind
  • Zone of Truth
3rd Level
  • Blink
  • Clairvoyance
  • Conjure Animals
  • Counterspell
  • Dispel Magic
  • Fly
  • Gaseous Form
  • Haste
  • Intellect Fortress
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Slow
  • Speak with Dead
  • Speak with Plants
  • Summon Fey
  • Tiny Servant
  • Wall of Water
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Confusion
  • Dimension Door
  • Divination
  • Dominate Beast
  • Fabricate
  • Grasping Vine
  • Greater Invisibility
  • Hallucinatory Terrain
  • Polymorph
  • Summon Construct
  • Watery Sphere
5th Level
  • Antilife Shell
  • Awaken
  • Conjure Elemental
  • Conjure Volley
  • Creation
  • Danse Macabre
  • Dominate Person
  • Legend Lore
  • Mislead
  • Modify Memory
  • Passwall
  • Scrying
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
6th Level
  • Arcane Gate
  • Conjure Fey
  • Contingency
  • Create Homunculus
  • Eyebite
  • Find the Path
  • Globe of Invulnerability
  • Heal
  • Magic Jar
  • Mass Suggestion
  • Programmed Illusion
  • Scatter
  • Soul Cage
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Create Magen
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Project Image
  • Regenerate
  • Reverse Gravity
  • Teleport
  • Tether Essence
8th Level
  • Animal Shapes
  • Antimagic Field
  • Clone
  • Control Weather
  • Dominate Monster
  • Mighty Fortress
  • Mind Blank
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Mass Polymorph
  • Meteor Swarm
  • Psychic Scream
  • Power Word Heal
  • Power Word Kill
  • Time Stop
  • Weird
  • Wish
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PART 1 | FANCINESS

Enchanter Spells

Pulse Bullet

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet (15 foot wide cone )
  • Components: S, V
  • Duration: Instantaneous

You infuse mana into the air in front of you, causing hundreds of small mana bullets to form. You then fire all the bullets forwards, hitting all creatures or constructs within 15 foot wide cone. Each creature in its path takes 1d6 + 1 force damage.

You can cast the spell repeatedly at higher levels. At 5th level you cast it twice per use, at 11th level you cast it three times per use, and at 17th level you cast it four times per use. Each casting can be fired in different directions.

Replay Casting

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch one willing creature and infused them with mana. The next time that creature cast a spell that is instantaneous, deals damage, and is atleast 1st level , the spell is casted a second time immediately after the first one.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the spell that you can recast is increased by one level for every spell slot higher than 1st. (e.i if you cast Replay Casting using a 3rd level spell slot, you can cast a 3rd level spell twice)

Static Fuzz

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Concentration, 1 minute

You fire a bolt of condensed electricity at one creature, making a ranged spell attack. Once hit the target must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save, and half damage on a successful save.

Additionally, on a failed save a small orb of electricity starts to follow the target creature. Any time it is hit by a weapon attack, an additional 1d4 lightning damage is dealt to the creature.

Due to the fact that the orb constantly buzzes and glows, it prevents the creature from taking the Hide action, as it gives away its location. Even if the creature turns invisible, the orb can still be seen.

At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the additional lightning damage dealt every time a weapon attack hits is increased by 1d4 for every spell slot higher than 2nd.

Magical Fragility

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You weaken a creatures magical resistance, and increase the chances of a spell doing more damage. Select a creature within range that you can see or hear. The creature makes a Constitution saving throw, and on a failed save the creatures magical resistance is lessened.

For the duration of the spell, anytime the creature takes damage from a spell, the creature takes an additional bonus damage equal to half the damage it took.

Guiding Crosshairs

4th-level abjuration


  • Casting Time: 1 bonus action
  • Range: 15 feet
  • Components: S, V
  • Duration: Concentration, 1 minute

You enchant one willing creature and infuse their eyes with mana, and a sigil in the form of a crosshair appears over one of their eyes. Attacking at long range doesn't impose disadvantage on ranged weapon attack rolls, and the critical hit roll for ranged and thrown weapon attacks becomes 19-20. Spells with a range of 15 feet and above gain an additional range of 15 feet

At Higher Levels When you cast this spell using a spell slot of 5th level or higher, you can target an additional creature for every spell slot higher that 4th so long as they are within range.

Emergency Escape Gate

5th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (magic chalk worth 10gp or a metal key)
  • Duration: 1 minute

An teleportation spell that can only be used in indoor zones. You touch one door or doorway and enchant it so that it links to a second doorway within the same building, essentially making a portal. The second doorway must be one which you or another allied creature has either opened or passed through already. Regardless of whether it can be designated as a doorway or not, the entrance to the building or structure you came through can always be linked. There is no limit to the number of creatures that can pass through the portal but only creatures of the casters choice can pass through.

In addition, the portals size will conform to the door or doorway you had touched, meaning a creature or object that is too large for the portal cannot go through.

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PART 1 | FANCINESS

Exploding Air Mine

5th-level abjuration


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Up to 10 min

Select one creature within range that must succed on a Wisdom saving throw. On failed save the creature will be infused with mana, and three orbs of energy start to float around the creature and follow it.

Each orb has 5 hit points and 10 AC, and always stays within 5 feet of the target creature. You can target the orb with a weapon or spell attack and once an orb drops to 0 hitpoints, the targeted creature will receive 6d10 force damage.

Mana Dampening Field

6th-level abjuration


  • Casting Time: 10 minutes
  • Range: Self (30 foot radius)
  • Components: V, M, S (a page from a spell book)
  • Duration: Concentration, up to 10 minutes.

A magic circle is spread out in a 30 foot wide radius with you at the center. Any spell that enters the circles range will have its power decreased by at least one level. If the opposing spells level is decreased to lower than its original spell level, the spell will fail. Cantrips will automatically fail. This spell can be affected by Counterspell but not by Dispel Magic once set up.

At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the level of the opposing spell is decreased by an additional one level for every spell slot higher than 6th.

Sequencial Distortion Wave

8th-level evocation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, M, S (a gold pocketwatch or wristwatch)
  • Duration: one round

A wave of strange energy pulses through out the battlefield, distorting the sequence of events that have led up to that point in time. Immediately after this spell is cast and until the end of the next round the initiative sequence for all creatures in combat are reversed.

At Higher Levels When you cast this spell using a 9th level spell slot the reversal of initiative sequence becomes permanent.

Aura of the Elixer

8th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous, up to 1 minute

A creature within range gains a warm aura of energy surrounding its body. The next time the creature regains hit points, either through a potion or a spell, an additional 4d8 + 15 hitpoints are added to the total amount of hit points gained. Once the creature has regain hit points the aura goes away.

While the aura is in effect the creature has advantage on any saving throws it makes against spells that give a status condition.

At Higher Levels When cast with a 9th level spell slot, the creature gains the maximum amount of hit points possible, and the creature has advantage on any saving throws for the full duration.

Conjure Astral Magus

9th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon an astral copy of yourself in an unoccupied space that you can see within range. The astral copy has the following stats: half of your hit points, walking speed, ability modifier and scores, as well as half the number spell slots that you have up to the 4th level (rounded down). Its AC is 1d4 + half of your AC. The spells it can cast are the same as what you have prepared, with the exception of spells granted by feats. Its initiative is immediately after yours when in combat, and you control it as if it where your original body.

The astral copy is made entirely out of magical energy, thus you cannot make any weapon attacks nor can it take any damage from non magical weapon attacks. Its is also immune to diseases and status conditions, but it is weak to spells or attacks that deal force and psychic damage. Healing spells can restore its hitpoints, but it cannot use potions. It does not have any of the equipment or gear that you have, and it can't interact with things that have no magical energy.

It has its own actions, bonus actions, and reactions but you can only use those to cast spells or take the Help action to assist an ally. The astral body does not have access to any of your features, except for those that give passive benefits or resistances (such as the Intelligence score increase of True Mana Control). It can still be affected by other creatures features though (such as a Paladins Aura, or a Bards Bardic Inspiration).

In the event that your original body falls unconscious, you can still control the astral body on its turn, as your original body's consciousness can be transferred to it. The original body will still need to make death saving throws on its turn but you can try to stabilize your original body using a spell on your astral copy's turn. In the event that you do not have a spell to stabilize the original body, you can still assist it. The original body gains advantage on death saving throws so long as the astral copy is within 5 feet of it. While the original body is unconscious, the astral body cannot cast concentration spells.

The astral copy will be dismissed if the original body dies, if its hit points have fallen to 0, if it no longer has any spell slots to use, or if it moves 300 feet away from you. Otherwise you can also use a bonus action to dismiss it.

This spell can be counterspelled , but the astral copy cannot be dispelled using dispel magic or be banished.

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PART 1 | FANCINESS

Artist Credits

Dwarf Cleric

by Mathieu St-Amour

Tolarian Scholar

by Sara Winters

Thought Collapse

by Sara Winters

Midnight Pathlighter

by Hugh Pindur

MTG: Hard Cover

by Hugh Pindur

Arena Trickster

by Hugh Pindur

Geomorpher Mollisa REG

by Billy Christian

Geomancer

by Josep Perez

monk

by Heri Irawan

The Hermit

by Aurore Folny

Good Doctor

by Brandon McCamey

Occultist Rules

by Caio Monteiro

Moonlight Fire Necromancer

by Sir Pigeonz - Przemysław Gołąb

“Content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC”.

All artwork and pictures where found online and do not belong to me. Please make sure to check the artist' credits and click links to go to their page.

##### a Homebrew by: [FelnDFallen](https://www.reddit.com/user/RespondReady9533)

Changelog

V.3

Updates:

Added feature Hyper Focused Spell Learning

Taomancer feature Foe Link updated. At 18th level the save DC becomes 13 + your Intelligence modifier.

Taomancer enchantment Mana Drain updated. Previously only one time use after link made. Changed to "Once the spell slot is taken, the enchantment ends."

Occultist feature Haunted updated. For flavoring purposes you can now command the spirits to become invisible to others, but their presence can still be felt.

Corrections:

War aid spell far step changed. Obtained at 11th level instead of 7th. Added freedom of movement as the 4th level spell at 7th level.

Nerfs:

Plague Doctor feature Healing Incense range reduced from 15 feet to 10 feet.

Spell Mana Dampening Field casting time changed from 1 action to 10 minutes.

War Aid feature War Casting previously: At 18th level, you can cast a spell instead of a cantrip for your extra attack. Changed to: At 18th level, you can cast a 1st level spell instead of a cantrip for your extra attack.

Geolinker feature Earth Link range reduced from 300 feet to 60 feet

V.4

The feature Mana Channeling was divided for utility purposes. At 5th level it allows transfer of spell slots at up to 5th level, and is improved at 13th level and again at 20th level.

Mana Conversion now replaces Mana Channeling as the feature obtained at 11th level.

 

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