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# The Enchanter: Link your magic, Enchant your allies
##### A support spellcaster dedicated to supporting allies, hindering enemies, and ensuring there are enough spell slots to go around the whole party.
\pagebreakNum ## The Enchanter A young cleric wipes the sweat off his brow, as he finishes wrapping the bandages on the arms of a wounded and unconscious ranger. The battle they fought was fierce, the monster was slain, yet they barely survived the ordeal. He had already finished healing his knight companion, as well as their ranger, and now he turns to heal an aged, dwarf sorcerer. With a large gash on his chest bleeding profusely, the young cleric fears for the worse. He knows he has expended his remaining spells with the other two, as they sustained equally grave wounds, not to mention the magic he used during combat. He knows he can no longer cast any spells that can heal his comrade, and that it would be days before they could leave this accursed forest. All he can do know is administer what little first aid he could perform and pray for his comrades soul. Just as he was praying for his diety to perform a miracle for his companion, he felt a presence suddenly approaching from behind him, and hears light footsteps slowly coming closer. Finally, what appears to be a young scholar steps into the light, glasses shimmering and a book in one hand. "I was told to assist you, and just in time too by the looks of it...." he said with an almost stoic demeanor, glancing at the unconscious dwarf. He looked to the cleric, his calculating eyes giving off a piercing gaze as if he was staring right into his soul. "Looks like you're outta juice eh?" he said. The young man opened his palm and coiling blue tendrils of light appeared, one of which to the clerics shock, dove right into his chest. He leaped up, surprised and expecting to see his chest pierced, only to find that he felt no pain nor saw any blood erupt from his chest. The tendril of light was visibly stabbed into his chest, but it appeared to be doing no harm. In fact, he felt a warmth slowly spread through out his body, giving him strength and lifting his spirits. " Go on, heal your buddy..." the young man said. The cleric looked puzzled, and tried to explain that he no longer had any spells to use. "I assure you, you can heal him. Try" the young man ordered. \columnbreak Still doubtful, the cleric raised his hands and began chanting a prayer. Suddenly from his hands, magic stronger than anything he had cast before glowed from his palms, showering his unconscious companion in holy light. The gash on his chest closes, and his breathing slowly stabilized. Still stunned he looked to the young scholar, eyes wide in disbelief. " See? Told you so" he said smiling. ### Scholars by nature The unending quest for knowledge is one that plagues many, and to enchanters, the thirst is greater than most. Almost all enchanters come from scholarly backgrounds; librarians, students, magician apprentices, and keepers of knowledge from all walks of life. While most spellcasters seek knowledge for the sake of learning magic, enchanters seek knowledge for the sake of simply satisfying their curiosity, their magic simply being a byproduct of their scholarly pursuits. ### The Reclusive spellcaster If you were to ask a wizard or sorcerer about their opinions on enchanters, most would likely say that the class is one that exists in concept but that they've never actually encountered a full fledged enchanter in real life. Due to their primary goal being the acquisition of knowledge, most enchanters never leave for the outside world, and those that rarely do will often assist from the backline, far away from actual combat. And because they rarely engage in combat themselves, most of their spell repertoire consists of magic for support or damage prevention, carrying only a handful of spells that can cause damage. What they lack in quality, they more than make up for in quantity, boasting immense magical reserves compared to other spellcaster. High level enchanters can output quite a large number of spells before feeling drained, and can even restore the magic reserves of other spellcasters. All enchanters refer to magical energy as mana, and majority of their skills and spells revolve around manipulating mana to a certain extent to either assist allies or cause certain effects to occur. > ##### Foreword from the homebrewer >The enchanter was created as specialist in replenishing spell slots for fellow spellcasters in your party, as well as providing buffs and debuffs. Keep in mind that compared to other spellcasters it is relatively underpowered, and was built specifically to use as a support class. It also gets more spell slots compared to other spellcasters but in exchange you learn little to no offensive spells, so dont expect to do much damage using it. >The enchanter seen here is not to be confused with wizards which follow the School of Enchantment . > The enchanter seen here was inspired by a class from a certain anime I was watching but it does not necessarily mimic or take much from the class seen in the anime. >
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##### The Enchanter | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Mana Link, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Enchanters Path feature | 3 | 2 | 1 | — | — | — | — | — | — | — | | 3rd | +2 | Enchantments | 3 | 2 | 1 | 1 | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement, Tactical Positioning| 4 | 3 | 2 | 1 | — | — | — | — | — | — | | 5th | +3 | Mana Channeling, Persistent Mage | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Enchanters Path feature, Scholar Vs Sage | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 7th | +3 | Mana Efficiency | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement| 4 | 4 | 3 | 3 | 2 | 1 | — | — | — | — | | 9th | +4 | Hyper Focused Spell Learning | 4 | 4 | 3 | 3 | 2 | 1 | — | — | — | — | | 10th | +4 | Enchanters Path feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Mana Conversion | 5 | 4 | 4 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | | 13th | +5 | Improved Mana Channeling | 5 | 4 | 4 | 3 | 3 | 3 | 1 | 1 | — | — | | 14th | +5 | Ability Score Improvement, Enchanters Path feature | 5 | 4 | 4 | 3 | 3 | 3 | 1 | 1 | — | — | | 15th | +5 | Improved Enchantments | 5 | 4 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | | 17th | +6 | ─ | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 18th | +6 | Improved Mana Link | 5 |4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 4 | 3 |3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | True Mana Control | 5 | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a Enchanter, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Enchanter level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Enchanter level after 1st #### Proficiencies ___ - **Armor:** light armor - **Weapons:** daggers, darts, slings, quarterstaffs, hand crossbows, light crossbows - **Tools:** one artisans Tools of your choice, or Thieves' Tools - **Spellcating focus:** You can use an arcane focus or a quarterstaff as your spellcasting focus. ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, History, Insight, Investigation, Nature, Religion, and Perception. \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a light or hand crossbow and 20 bolts or (b) any simple weapon - (a) a component pouch or (b) an arcane focus - (a) a dungeoneer's pack or (b) an explorer's pack - Two daggers and 10 darts #### Multi-Classing If you use the multiclassing rule from the Player's Handbook, here's what you need to know if you take a level as a Enchanter. **Ability Score Minimum** You must have at least a 13 in either Wisdom or Intelligence to take a level in this class, or to take a level in another class if you are already a Enchanter. **Proficiencies** If Enchanter isn't your initial class, you gain proficiency with slings, quarterstaffs, and one skill of your choice from the Enchanter skill list.
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\pagebreakNum ### Mana Link An Enchanters signature feature, it allows for an enchanter to link one creature directly to the mana reserves within their own body. As an action, select a willing creature within 60 feet that you can see or hear to establish a link. You may use a bonus action to sever an existing link, or if the linked creature moves 120 feet away from the enchanter. Each mana link will last for one minute. You cannot establish a link with an already unconscious creature, but falling unconscious does not sever an existing link. On the next turn the creature takes after the link is established, the linked creature has advantage on the attack roll for spells they cast. At 7th level you can establish a link with two creatures per use. At 15th level it increases to three creatures per use. You may use this trait a number of times equal to your Intelligence modifier before needing a long rest to replenish expended uses. ### Spellcasting ***Cantrips*** At 1st level, you know three cantrips of your choice from the enchanter spell list. You learn an additional enchanter cantrip of your choice at 4th level and another at 10th level. ***Spell Slots*** The enchanter table shows how many spell slots you have to cast your enchanter spells of 1st level and higher. To cast one of these enchanter spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. ***Preparing and Casting Spells*** You prepare the list of enchanter spells that are available for you to cast, choosing from the enchanter spell list. When you do so, choose a number of enchanter spells equal to your Intelligence modifier + half your enchanter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 2nd level enchanter, you have two 1st-level and one 2nd-level spell slots. With a Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of enchanter spells requires time spent attuning to your vitality: at least 1 minute per spell level for each spell on your list. ***Spellcasting Ability*** Intelligence is your spellcasting ability for your enchanter spells, since the power of your magic relies on your keen intellect and mental prowess. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a enchanter spell you cast and when making an attack roll with one. ***Spell save DC*** = 8 + your proficiency bonus + your Intelligence modifier ***Spell attack modifier*** = your proficiency bonus + your Intelligence modifier
\columnbreak ### Enchanters Path When you reach 2nd level, you must choose a path to follow which will affect how your mana link functions, as well as provide specific enchantments you can use to assist allies. You can select from the Path of the War Aid, Geolinker, Taomancer, Plague Doctor, and Occultist. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. ### Gazing Eyes At 3rd level, you learn to see the mana within the bodies of others. At the beginning of every combat, just after rolling for initiative, you can automatically tell which creatures among your enemies can use spellcasting, so long as they are within your range of sight. At 11th level, you can further increase your mana viewing capabilities to get more detailed information. As a bonus action, select one creature that you can see and learn one of the following: how many spells they have, how many spell slots they currently have, or their highest level spell slot. You can use this bonus action a number of times equal to your Intelligence modifier before needing a short or long rest to use again. ### Enchantments At 3rd level, creatures that have been linked to you immediately gain a passive enchantment while the link is established. If any linked creature moves 60 feet away from you, it temporarily loses the enchantment, but can receive it again once it gets within range. The time they spent without the enchantment is still counted within the Mana Links total duration however. A creature can only benefit from one enchantment at any given time. Choose from the following - ***Speed Boost*** - increases a creatures walking speed by 10 feet.
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\pagebreakNum - ***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. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Tactical Positioning Starting at 4th level, your sharply honed mind and quick thinking allows you to find the best position and starting point at the beginning of every battle. You add a bonus to your initiative rolls equal to your Intelligence modifier. ### Mana Channeling At 5th level, your mana can now be directly transferred to another spellcaster, and can act as fuel for their spellcasting. As an action, when an allied creature is under the effects of Mana Link, you can expend one of your spell slots up to the 5th level and transfer it to the other allied spellcaster. The spell slot that they will receive will be of equal level to the one you expended. If they receive a spell slot and they have already exceeded their total spell slot maximum, any excess will become temporary spell slots which must be used before their next short of long rest. ### Persistent Mage Starting at 5th level, you dont let failure get the better of you. When an attack hits you, you fail a saving throw, or when an enemy succeeds on an ability check against one of your spell effects, you can use your reaction to cast a cantrip. At 10th level, you can cast a spell using a 1st level spell slot instead of a cantrip. \columnbreak ### Scholar or Sage Starting at 6th level, you learn to use knowledge rather than experience to assist you when defending against magic. When a spell forces you to make a Wisdom Saving throw, you can choose to make a Intelligence saving throw instead. Additionally, you can temporarily boost your thinking speed and decision making skills. As an action, you can gain advantage on all ability checks that use Intelligence for one minute. You can use this action once before needing a short or long rest to use again. ### Mana Efficiency At 7th level, your heightened intelligence allows you to calculate how to efficiently replenish and conserve your mana reserves. A Mana link can now be established using a bonus action and the expended uses for your Mana Link feature are now replenished after a short or long rest. ### Hyper Focused Spell Learning At 9th level, you gain the ability to memorize and prepare a spell in a hyper focused state of mind. As part of a long rest, you can take up to 10 minutes of your time to prepare one spell that usually requires concentration. Once this process is complete you can cast that one spell without requiring concentration. You can cast the spell using this trait once before requiring a long rest. At 15 level you can cast it twice and at 19th level you can cast it three times. ### Mana Conversion At 11th level, your mana control and keen intellect allows you to convert lower spell slots into higher ones using a bit of simple arithmetic. As a bonus action, you can select up to two spell slots of similar or different levels and combine them to create a higher level spell slot ( e.i a 1st level + 2nd level becomes a 3rd level spell slot) Inversely, one spell slot of higher level can also be divided into two lower level spell slots. (e.i a 5th level spell slot is divided into a 3rd and 2nd level spell slot)
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\pagebreakNum 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. ### Improved Mana Channeling At 13th level, you can now use your Mana Channeling ability to transfer spell slots up to the 7th level. Additionally, every short rest you can roll a 1d6 die and recover one spell slot with the level equal to or lower than the rolled number. ### Improved Enchantments At 15th level, you gain additional and improved enchantments for your Mana Link feature. Additionally, the range to continue to receive enchantment effects has now increased to 120 feet. - ***Improved Mana Shield*** - when taking damage from a spell or magical effect, the the damage is automatically reduced by 2d8. The enchantment ends after 3 uses. - ***Regenerating Aura*** - the creature regenerates 1d4 hitpoints every turn while the mana link is active. Any excess healing is converted to temporary hit points (max 20), which it can keep even after the mana link has been severed. \columnbreak - ***Improved Speed Boost*** - increases a creatures walking speed by 20 feet. - ***Mental Shroud*** - a linked creature cannot be charmed or frightened, and also gains resistance to psychic damage. ### Improved Mana Link At 18th level, you have fully mastered your mana control and the range of your skills has increased. The duration of your mana link feature is now ten minutes. Additionally, when using your Mana Channeling feature, other linked creatures can now use their reaction to share their spell slots with you or other linked allies. ### True Mana Control Upon reaching 20th level, your mental facets and capabilities are now at genius level, and your mana regeneration has doubled. Your Intelligence score increases by 4. Your maximum for that scores is now 24. Every short rest you can roll two 1d6 dice and recover two spell slots with the levels equal to or lower than the rolled number. Additionally, when using your Mana Channeling ability, you can now transfer spell slots to up to two linked creatures per action. You can now also transfer spell slots up to the 9th level.
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\pagebreakNum ## Path of the War Aid As scholars that have studied the art of war and fighting tactics, enchanters that follow the Path of the War Aid specialize in assisting those with martial talents. Enchantments from this specialization allow for allies to gain additional actions or deal extra damage. ### War Link At 2nd level, while an allied creature is linked to you via Mana Link, its gains a +1 bonus damage to its weapon attacks. Additionally, while allied creatures are linked to you they can make their weapon attacks either magical or non-magical. At 9th level the bonus damage becomes +2 and at 17th level it becomes +3. ### War Aid Spells At 2nd level you gain access to War Aid Spells at certain levels. The following spells are added to the enchanter spell list for you but do not count among your total number of prepared spells. ##### War Aid Spells | Level Obtained | Spell | |:----:|:-------------| | Cantrip | Blade Ward, Resistance | | 3rd | Expeditious Retreat, Shield | | 5th | Enhance Ability, Hold Person | | 7th | Conjure Barrage, Lightning Bolt | | 9th | Compulsion, Freedom of Movement | | 11th | Circle of Power, Far Step | \columnbreak ### Heightened Reflexes At 2nd level, you have trained your reflexes and speed in order to keep up with warriors on the battlefield. While you are linked to a creature that does not have the spellcasting feature, your movement speed increases by an additional 15 feet. In addition you also gain proficiency in the Acrobatics skill. If you are already proficient in this skill, then double your proficiency bonus for any Dexterity(Acrobatics) check you make. ### Armor Surge At 6th level, the mana you channel to a linked creature can not only strengthen them, but also their armor. While a creature is linked to you they get a +1 bonus to their AC. When the linked creature is about to be damaged by a weapon or spell attack, you can use your reaction increase the creatures AC by an additional 2. Additionally, you gain proficiency in using medium armor, heavy armor, and one martial weapon of your choice (can be used as your arcane focus). ### War Aid Enchantments At 6th Level, aside from standard enchantments used by enchanters, you gain additional enchantments used by War Aids. Choose one from the following: - ***Enhanced Attack*** - both you and a linked creature gains one additional action per turn. That action can be used only to take the Attack action or cast a spell. - ***Divert Missile*** - Ranged weapon and thrown weapon attacks have disadvantage when aimed at the linked creature.
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\pagebreakNum - ***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. ### War Casting At 10th level, you and a linked creature can weave magic into your attacks. When either you or a linked creature has access to an extra attack, a cantrip can be used inplace of making a weapon attack. At 18th level, you can cast a 1st level spell instead of a cantrip for your extra attack. ### Spell Sharing At 14th level, you have learned to not only share your mana but also your spellcasting ability as well. When a willing creature that does not have the spellcasting feature becomes linked to you, they can cast spells using your spellcasting ability, save DC, and attack modifiers . \columnbreak The spells they can cast will be the same as your prepared spells, and any spell slots they use will be expended from your own spell slot reserves. ## Path of the Geolinker As scholars that have studied geology and topography, those that follow the Path of the Geolinker have the unique ability to not only link their mana to living beings but also to the very earth they stand on. Once linked they can do a variety of things from manipulating terrain to scanning an area for enemies via the soil. Oddly enough, enchanters that follow this path have the highest number of offensive spells compared to other enchanters. ### Earth Link at 2nd level, when using Mana Link, rather than linking to a creature you can instead choose to send your mana surging through the earth. Expend one use of your Mana Link and for one minute you gain a full understanding of the terrain within a 60 foot radius. You instantly know all pathways, hidden traps, rooms and structures within the area. Within that radius you also know the location and position of all creatures and objects that are touching the ground. If a creature is invisible you will not be able to see it, but you know where it is standing as long as it is touching the ground.
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\pagebreakNum 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. ### Geolinker Spells At 2nd level you gain access to Geolinker Spells at certain levels. The following spells are added to the enchanter spell list for you but do not count among your total number of prepared spells. | Level Obtained| Spell | |:----:|:-------------| | Cantrip | Mold Earth, Magic Stone | | 3rd | Earth Tremor, Grease | | 5th | Earthbind, Spike Growth | | 7th | Erupting Earth, Meld into Stone | | 9th | Stone Shape, Stoneskin | | 11th | Transmute Rock, Wall of Stone | ### Geolinker Enchantments At 6th Level, aside from standard enchantments used by enchanters, you gain additional enchantments used by Geolinkers. Some enchantments affect a specific area instead of a creature. Choose one from the following: - ****Elastic Earth*** - the floor of a square area that is 15 foot across on each side becomes elastic and springy. Creatures that enter the area have double the jumping distance. - ***Instant Swamp*** - the floor of a square area that is 15 foot across on each side becomes a muddy swamp. Creatures of your choice have disadvantage on Dexterity saving throws while inside the area, and for 1 turn after they leave the area. - ***Sand Shield*** - a linked creature gains a swirling shield of sand around its body. Damage from non magical ranged attacks are automatically reduced by 3. - ***Stone Fist*** - the fists of a linked creature gains a hard, rock-like surface. Unarmed strikes deal an additional +2 damage. Critical hits get a +4 bonus and will cause an enemy to be stunned. ### Eye of the Earth At 6th level, your ability to perceive your surroundings increases due to your earth senses. You become proficient in the Perception skill if you were not already. Double your proficiency bonus for any ability checks made using this skill. ### Mind of Stone At 10th level, your mental strength allows you or a linked ally to fully concentrate on your spellcasting. As a reaction, you can channel your mana to boost the concentration of you or an ally. When you or an ally that you are linked to makes a Constitution saving throw to maintain a spell's concentration, you can add your Intelligence modifier to the result of the saving throw. You can use this trait a number of times equal to your Intelligence modifier, and will need to complete a short or long rest to replenish your expended uses. ### Remote Casting At 14th level, while your link to the earth is in effect, the spells *Earth Tremor*, *Erupting Earth* and *Stone Shape* can be cast anywhere within the radius of your Earth Link even if the target area or creature is not within direct sight of you. You can cast spells using this trait a number of times equal to your Intelligence modifier, and will need to complete a short or long rest to replenish your expended uses.
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## Path of the Taomancer Enchanters that follow the Path of the Taomancer were often said to have acquired supernatural powers by training to become immortal mountain sages. They are often students of philosophy, and aside from manipulating mana they can also invoke good and bad luck at will and are outstanding at weakening their enemies or strengthening their companions. ### Foe Link At 2nd level, you are able to establish a Mana Link not only with allies, but also with creatures which are hostile to you. When you use your Mana Link feature and target an enemy, the target creature must make a Intelligence saving throw to prevent itself from being linked to you the save DC being 10 + your Intelligence modifier . On a failed save a foe link is established and attacks or spells aimed at you by that creature will be made with disadvantage. A successful save will not consume one of your uses for Mana Link, but the target creature will gain advantage on the next Intelligence saving throw it makes when resisting Foe Link. While this trait does require concentration to maintain, it is different from the concentration needed to maintain a spell. If the linked creature wishes to sever the Foe Link then it must attack the enchanter. Once attacked, the enchanter makes a Constitution saving throw in order to maintain the link, the save DC being 10 + the opposing creatures Intelligence modifier . The link can also be severed by moving 120 feet away from the enchanter. At 11th level the DC for the Intelligence save when linking to a foe becomes 12 + your Intelligence modifier. At 18th level it becomes 13 + your Intelligence modifier ### Taomancer Spells At 2nd level you gain access to Taomancer Spells at certain levels. The following spells are added to the enchanter spell list for you but do not count among your total number of prepared spells. | Level Obtained| Spell | |:----:|:-------------| | Cantrip | Guidance, Sacred Flame | | 3rd | Detect Evil and Good, Distort Value | | 5th | Fortune's Favor, Gentle Repose | | 7th | Beacon of Hope, Incite Greed | | 9th | Aura of Purity, Aura of Life | | 11th | Dispel Evil and Good, Negative Energy Flood | ### Taomancer Enchantments At 6th Level, aside from standard enchantments used by enchanters, you gain additional enchantments used by Taomancers. Most Taomancer enchantments provide negative effects to those that are linked to them. Choose one from the following: - ***Lead Body*** - causes a linked creatures body to be heavy as if it was made of metal. Walking speed decreases by 10 feet, while those in flight have their flying speed halved. Swim speed becomes 0. - ***Lethargic Aura*** - numbs a linked creatures reflexes, forcing them to use more effort to move. Attacks, effects, and spells that require a reaction will instead require an action to use. - ***Life Siphon*** - a linked creature looses 1d4 hit points every turn, half of which is used to heal the enchanter or one other linked creature (minimum of 1 hitpoint) . - ***Mana Drain*** - The linked creature makes a DC 15 Intelligence saving throw each turn, and on a failed save you steal one spell slot of 3rd level or lower. Once the spell slot is taken, the enchantment ends. ### Karma Counter At 6th level, whenever you experience good or bad luck, you are able to store an inverse amount in the form of of either Yin (bad luck) or Yang (good luck) points. You can store a maximum of 5 points each. Any time you roll a natural (1) on an attack roll, saving throw, or ability check, you gain one Yang point on your Karma Counter.
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\pagebreakNum 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. \columnbreak ##### Yang Karma Counter | Amount | Effect | |:-----------:|:-------------:| | 3 | for one instance, when recovering hit points, you can receive double the amount of healing| | 5 | turn any (1) roll into a (20) instead | ##### Yin Karma Counter | Amount | Effect | |:-----------:|:-------------:| | 3 | When a linked enemy hits you during an opportunity attack, the damage is instead transferred to another enemy within 15 feet. | | 5 | When a linked enemy hits you with an attack or spell with an attack roll of (20), you can choose to halve the damage you receive | ### Life of the Hermit Most enchanters that follow the Path of the Taomancers often live a secluded life style that is akin to a hermits. At 10 level, you gain proficiency in both the Nature and Survival skills, and your proficiency bonus is doubled for one of those skills. If you already have proficiency in those skills, choose another skill from the enchanter skill list that you dont have yet. ### Improved Karma Counter At 14th level you gain additional uses for your Yin and Yang points, and the amount of points you can store increases to a maximum of 10 points each ##### Yang Karma Counter | Amount | Effect | |:-----------:|:-------------:| | 8 | whenever you receive or find gold, use your reaction to gain double | | 10 | When you land a natural (20) on an attack or spell against a linked enemy, use your reaction to double the damage | ##### Yin Karma Counter | Amount | Effect | |:-----------:|:-------------:| | 8 | When a linked enemy hits you during an attack or spell, you can use your reaction to destroy one weapon or equipment they have. | | 10 | When a linked enemy hits you with an attack or spell with an attack roll of (20), you can choose to turn it into a (1) instead| ### Wisdom of the Sage At 14th level, your wisdom has surpassed what others have long striven to obtain. Wisdom saving throws are always made with advantage, and you can add your Wisdom modifier to any ability check you make. At 17th level, anytime you get a natural roll of (20) or (1) on a Wisdom saving throw, add 3 points to your Yin or Yang counter respectively.
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\pagebreakNum ## Path of the Plague Doctor As a type of enchanter that specializes in using healing incenses, those that follow the Path of the Plague Doctor are skilled scholars of the medical and healing arts. Most of the enchanters that follow this path were once scholars with religious backgrounds, as they would usually apprentice under clerics or druids to learn healing spells. ### Fumigation At 2nd level, you constantly emit a detoxifying mist from underneath your mask and robes. You are immune to diseases and have resistance to poison damage. In addition, you as well as allies within 15 feet of you have advantage on saving throws against being poisoned. ### Plague Doctor Spells At 2nd level you gain access to Plague Doctor Spells at certain levels. The following spells are added to the enchanter spell list for you but do not count among your total number of prepared spells. | Level Obtained| Spell | |:----:|:-------------| | Cantrip | Spare the Dying, Chill Touch | | 3rd | Detect Poison and Disease, Sanctuary | | 5th | Lesser Restoration, Prayer of Healing | | 7th | Life Transference, Revivify | | 9th | Aura of Life, Death Ward | | 11th | Greater Restoration, Cloudkill | ### Plague Doctor Enchantments At 6th Level, aside from standard enchantments used by enchanters, you gain additional enchantments used by Plague Doctors. Most Plague Doctor enchantments have effects that provide minor healing and resistance to status conditions. Choose one from the following: - ***Adrenaline Shot*** - a linked creature has advantage on saving throws against being grappled or restrained, and increases its speed by 10. - ***Muscle Relaxant*** - a linked creature has advantage on saving throws against being paralyzed and petrified, as well as Dexterity saving throws. - ***Hyper Sense*** - a linked creature has advantage on saving throws against being blinded or deafened, and it gains blindsight with a range of 15 feet. - ***Heal Booster*** - when a linked creature recovers hit points, they gain a +5 bonus to the total amount of hitpoints gained. Any excess healing is converted to temporary hit points (max 20, remains even after link severed) ### Physicians Skill At 6th level, you gain proficiency in using Herbalism Kits, as you often brew your own medicines. \columnbreak You also gain proficiency in the Medicine skill, and your proficiency bonus is doubled for any ability check using the Medicine Skill. If you already have proficiency in Medicine, choose Nature or Survival instead and double the proficiency bonus of that skill instead. ### Healing Incense At 10th level, you are able to infuse mana into an incense which enhances the natural healing capabilities of creatures within range. As an action, expend one spell slot of your choice to create a magical incense cloud with a radius of 10 feet around you. Allied creatures within radius can expend a number of Hit Die equal to the level of the spell slot you expended. The amount of hit points they regain is equal to their Hit Die roll + their Constitution modifier + the level of the spell slot you expended. In combat, the incense cloud only last for one turn. You can use this trait a number of times equal to your Intelligence modifier, and will need to complete a short or long rest to replenish your expended uses. Since the incense contains your mana, you have slight control over the cloud, and it cannot be dispersed by wind. ### Toxic Conversion At 10th, using your genius level intellect you have permanently modified your body to not only withstand poison, but also be healed from it. Whenever a spell or effect that deals poison damage hits you, instead of doing damage you regain hit points equal to the attacks damage roll instead. You are still susceptible to being poisoned though. ### Remote Healing At 14th level, you can now use your Mana Link to extend the range of certain spells that would usually require contact. The spells *cure wounds*, *lesser restoration*, and *revivify* can now be cast with a range of 15 feet so long as the target has an active Mana Link with you. At 18th level, the range is increased to 30 feet.
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\pagebreakNum ## Path of the Occultist Enchanters that follow this path are those that have heavily researched subjects of occult or spiritual matters. They primarily use their magic to both ward off or summon spirits, ghost, and other monstrosities while at the same time studying their origins and lore. Unlike with other enchanters, when they mana link with a summoned familiar, the enchanter also receives an enchantment. ### Spirit Link At 2nd level, you are able to use your mana link feature to link up with one of your summoned familiars. While your summoned familiar can benefit from an enchanters standard enchantments, you on the other hand, gain a passive benefit as well depending on the type of spirit you summon and link up with. ### Beast Spirit At 2nd level, you can cast the *summon beast* spell once without expending a spell slot. Once you cast this spell once using this trait, you will need to complete a short or long rest before casting it again the same way. When you establish a mana link with the summoned beast you gain a passive benefit while you are linked. The benefit will depend on the type of Bestial Spirit you summon. - ***Air Bestial Spirit*** - you levitate 10 feet high and gain a flight speed of 20 feet, and you dont provoke opportunity attacks. - ***Land Bestial Spirit*** - you gain a climbing speed of 20 feet, and you ignore land-based difficult terrain. - ***Water Bestial Spirit*** - you gain a swim speed of 20 feet and you can hold your breath underwater for a max of 15 minutes at a time. ### Occultist Spells At 2nd level you gain access to Occultist Spells at certain levels. The following spells are added to the enchanter spell list for you but do not count among your total number of prepared spells. | Level Obtained| Spell | |:----:|:-------------| | Cantrip | Eldritch Blast, Toll the Dead | | 3rd | Beast Bond, Speak with Animals | | 5th | Summon Beast, Healing Spirit | | 7th | Summon Undead, Daylight | | 9th | Summon Aberration, Locate Creature | | 11th | Planar Binding, Hallow | ### Undead Spirit At 6th level, you can cast the *summon undead* spell once without expending a spell slot. Once you cast this spell once using this trait, you will need to complete a short or long rest before casting it again the same way. When you establish a mana link with the summoned undead spirit you gain a passive benefit while you are linked. The benefit will depend on the form of the Undead Spirit you summon. - ***Ghostly form*** - you are immune to being frightened while you are linked. When a spell you cast deals necrotic damage, add a bonus damage of +3 necrotic damage. - ***Putrid form*** - you are immune to being poisoned while you are linked. When a spell you cast deals poison damage, add a bonus damage of +3 poison damage. - ***Skeletal form*** - you gain resistance to non magical slashing and piercing damage, and you get a +1 bonus to your AC while linked. ### Ghost Vision A regular enchanters eyes are attuned to see mana, but your eyes are able to see more than just that. At 6th level, you can use the *see invisibility* spell at will. ### Occult Knowledge You have extensively researched and studied various spirits and monsters, so your knowledge in regards to the subject is second to none. At 10th level, you gain proficiency in the Arcana and Religion skills. If you are already proficient in one or both, then your proficiency bonus is doubled for any Intelligence (Arcana) or Intelligence (Religion) check you make when recalling lore or knowledge about any monster, spirit, or beast.
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\pagebreakNum
### Aberrant Spirit At 10th level, you can cast the *summon aberration* spell once without expending a spell slot. Once you cast this spell once using this trait, you will need to complete a short or long rest before casting it again the same way. When you establish a mana link with the summoned aberration you gain a passive benefit while you are linked. The benefit will depend on the form of the Aberrant Spirit you summon. - ***Slaad Spirit*** - when your current hit points drop to a quarter of your hit point maximum, you start to regenerate 5 hit points every turn until you reach half of your maximum hit points. - ***Beholder Spirit*** - when a spell that targets you can afflict a type of condition, you have advantage on any saving throws you are forced to make to resist that spell. \columnbreak - ***Star Spawn Spirit*** - you have resistance to psychic damage and have advantage on Wisdom saving throws while linked. ### Diminished Presence At 14th level, you have spent so much time with spirits that your presence has become similar to one. You gain proficiency in the Stealth skill. If you are already proficient in it, then your proficiency bonus is doubled for any Dexterity(Stealth) check you make to conceal yourself from enemies or hide. ### Haunted At 14th level, spirits and ghost now constantly accompany you and assist you in combat. You are now constantly under the effect of the *Spirit Shroud* spell. This effect does not require concentration, and returns at the start of your next turn if removed, dispelled, or suppressed. You can command the spirits to become invisible to others, but their presence can still be felt.
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\pagebreakNum # 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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\pagebreakNum ## 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. \columnbreak #### 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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\pagebreakNum #### 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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\pagebreakNum ### Artist Credits #### [Dwarf Cleric](https://www.artstation.com/artwork/xz34X1) by Mathieu St-Amour #### [Tolarian Scholar](https://www.artstation.com/artwork/88Jwx) by Sara Winters #### [Thought Collapse](https://www.artstation.com/artwork/Z50JQ0) by Sara Winters #### [Midnight Pathlighter](https://www.artstation.com/artwork/q9rWDN) by Hugh Pindur #### [MTG: Hard Cover](https://www.artstation.com/artwork/v1B5Vv) by Hugh Pindur #### [Arena Trickster](https://www.artstation.com/artwork/9eoyLy) by Hugh Pindur #### [Geomorpher Mollisa REG](https://www.artstation.com/artwork/r8662) by Billy Christian #### [Geomancer](https://www.artstation.com/artwork/eaDxvZ) by Josep Perez #### [monk](https://www.artstation.com/artwork/ba8ZPa) by Heri Irawan #### [The Hermit](https://www.artstation.com/artwork/WKboa2) by Aurore Folny #### [Good Doctor](https://www.artstation.com/artwork/WKYDqG) by Brandon McCamey #### [Occultist Rules](https://www.artstation.com/artwork/B9Xv4) by Caio Monteiro #### [Moonlight Fire Necromancer](https://www.artstation.com/artwork/nQRLP9) by Sir Pigeonz - Przemysław Gołąb
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##### a Homebrew by: [FelnDFallen](https://www.reddit.com/user/RespondReady9533)
\columnbreak ### 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.