Enchanter Observing at a distance, an elf stares at the unfolding battle, weaving the threads of magic. With some gestures and incantations, the battlefield comes under his control. A dragonborn fighter strikes with incredible precision at his enemies, managing to take down his contenders in a single hit. He looks over to the elf and proceeds to run towards their sorcerer ally. Meanwhile, the goblins fighting the cleric look confused, as they are unable to hit their opponent, tripping before the manage to land an attack, or lacking the strength to break through her armor. The sorcerer, exhausted, begins to feel a surge of magic from within, creating a giant fireball that finally wipes the enemies from the field of battle. No matter the conditions, the enchanter will oversee the battlefield, providing aid to his allies and bringing misfortune to his foes. Master of the battlefield Enchanters prefer not to fight in the frontlines, but rather provide aid from a safe place. To those who do not understand or perceive magic, the actions of the enchanter would normally be attributed to the favors of a deity, an invisible hand controlling the battlefield. But, the enchanter’s plans are just taking shape, each decision carefully planned as a brushstroke on a canvas, and in the end, each battle, a masterpiece. The enchanter's greatest power is his ability to observe and manipulate the battlefield, giving a slight push in ways that will turn the tides of battle to his favor. No matter the situation, the enchanter’s wisdom will shine as he manages to become victorious in every battle. "Not different from a simple game of dragon's chess", will joke the enchanters. More than one way of helping Through years and years of study and training, the enchanter had learned to observe everything at once. The perfect moment to slightly shove an opponent who gathered to much momentum while charging, causing it to fall flat, or hit a close by ally by mistake. Transferring some of his magic power to an exhausted ally, allowing him to fight once again, imbuing his ally’s weapons or armor with magic, and even improving his ally’s abilities beyond what they thought it was possible. The enchanter most be ready for every situation and analyzing everything on the battlefield. One decision can win an impossible battle, but it can also cause the demise of your allies. Credit: https://ae-rie.deviantart.com/art/The-Collector-498412043 Creating an Enchanter As an enchanter you must decide how to do you want to control the battles ahead of you, should your allies become an unstoppable force, landing each of their blows? Will you make your enemies weak and fragile, uncapable of hurting your friends? Or will you become the ultimate tactician, aware of even a fly that has entered the battlefield, capable of managing the party’s resources in a way everyone is at their peak performance. Someone with that type of mentality would have probably studied in a prestigious academy, spending countless hours learning battle strategies, the different factors that can affect the curse of battle. Maybe you came from a noble or military family, while displaying magical aptitude like a sorcerer at a young age, you where thought how to harness this power.

The Enchanter Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Turn the Tides 3 4 2 — — — — 2nd +2 Support from the distance 3 5 2 — — — — 3rd +2 Path of Victory 3 6 3 — — — — 4th +2 Ability Score Improvement 3 7 3 — — — — 5th +3 Turn the Tides Improvement 3 8 4 2 — — — 6th +3 Path of Victory Feature 3 9 4 2 — — — 7th +3 ─ 4 10 4 3 — — — 8th +3 Ability Score Improvement 4 11 4 3 — — — 9th +4 Path of Victory Feature 4 12 4 3 2 — — 10th +4 Turn the Tides Improvement 4 13 4 3 2 — — 11th +4 ─ 4 14 4 3 3 — — 12th +4 Ability Score Improvement 4 15 4 3 3 — — 13th +5 ─ 4 15 4 3 3 1 — 14th +5 Path of Victory Feature 4 15 4 3 3 1 — 15th +5 Turn the Tides Improvement 5 16 4 3 3 2 — 16th +5 Ability Score Improvement 5 16 4 3 3 2 — 17th +6 ─ 5 17 4 3 3 3 1 18th +6 ─ 5 17 4 3 3 3 1 19th +6 Ability Score Improvement 5 18 4 3 3 3 2 20th +6 Critical Decisions 5 18 4 3 3 3 2 QUICK BUILD You can quickly make an enchanter by following this suggestion: Wisdom is your ally, make this your highest ability score, followed by constitution. Finally choose the chill touch and Infestation cantrips, as well as the level 1 spells: bless, sanctuary, absorb elements, and expeditious retreat. Hit Dice 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: Simple weapons, hand crossbows, bows. Tools: Gaming set and (a)cartography tools or (b) navigation tools Saving Throws: Wisdom, Charisma Skills: Choose any three Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier, or (b) any simple weapon

(a) a diplomat's pack or (b) an entertainer's pack

Leather armor and a dagger, and your chosen mapping supplies

SPELLCASTING As a student of arcane magic, you've managed to memorize some of the spells you learned in your daily classes. See appendix A for a list of your spells. CANTRIPS You know two cantrips of your choice from the enchanter spell list. You learn additional enchanter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the enchanter table. SPELL SLOTS The enchanter table shows how many spell slots you must cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level are higher. You regain all expended spell slots when you finish a long rest. For example. if you know the 1st-levei spell cure wounds and have a 1st-levei and a 2nd-levei spell slot available, you can cast cure wounds using either slot. SPELLS KNOWN OF 1ST LEVEL AND HIGHER You know four 1st-level spells of your choice from the enchanter spell list. The Spells Known column of the enchanter table shows when you learn more enchanter spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the enchanter spells you know and replace ill with another spell from the enchanter spell list, which also must be of a level for which you have spell slots. SPELLCASTING ABILITY Wisdom is your spellcasting ability for your enchanter spells. Your magic comes from years of study, an innate magical ability and maybe even the blessing of a god. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an enchanter spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier RITUAL CASTING You can cast any enchanter spell you know as a ritual if that spell has the ritual tag. SPELLCASTING Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your enchanter spells. Turn the Tides You can turn the tides of battle through your commands, knowing the best course of action for every situation. You can give yourself or your allies advantage on an attack action, or impose disadvantage on an enemy’s attack. You can use this feature once per long rest, to give you allies advantage on an attack roll. The amount of times you can use this feature per long rest increases by one at level 5, level 10 and level 15. Support from the distance Starting at 2nd level, when you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. When you cast a spell that has a range of touch, you can make the range of the spell 30 feet. You can use this feature a number of times equal to your Wisdom modifier, and uses replenish after a long rest. Paths of victory There is more than one way to win a battle, will you boost your ally’s abilities, decimate the enemy's ability to attack, or master the control of the battlefield. At level 3 you gain access to one of the three paths to victory. 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. Critical Decisions At 20th level, you understand the flow of combat perfectly, whenever you or an ally hits an enemy, you can turn that hit into a critical hit. Alternately, you can turn an enemy’s critical hit into a normal attack. Once you use this feature, you can’t use it again until you finish a long or short rest. Victory though support Expanded Spell list You can choose from an expanded list of spells when you learn an enchanters spell. The following spells are added to the enchanters spell list for you. Spell Level Spells 1st Bless, Cure Wounds, Healing Elixir, Heroism 2nd Aid, Enhance Ability, Aid, Lesser Restoration 3rd Aura of Vitality, Beacon of Hope, Counterspell, Elemental Weapon 4th Stoneskin, Freedom of Movement, Aura of Purity, Aura of Life 5th Circle of Power, Greater Restoration, Mass Cure Wounds, Skill Empowerment

Breath of Life When you choose the path of Victory through Support, you gain the breath of life feature. Knowledge of the healing arts was an important part of your studies, whenever you use this feature, every heal that affects you and your allies in the next minute heals for an extra d6. This increased to 2d6 at level 9, and 3d6 at level 15. Once you use this feature, you can’t use it again until you finish a long or short rest. Battlefield medic Additionally, at level 6, your knowledge on how to support your allies has roots on your medical studies, you gain proficiency in medicine checks. Share the Life At 6th level, you gain the ability to distribute damage among your allies, once per long rest, after damage has been decided, you can use this feature to distribute half of the total damage among the rest of your willing party members. The number of uses per day is increased at level 12 and at level 18. Share the Magic At 14th level, you gain the ability to channel magic from your own being into another. You can spend a spell slot to restore an ally's a spell slot that is one level below the spell slot you used. Alternately, you can spend a spell slot of the highest level to recover a short rest feature that one of your allies has exhausted. You can use this feature a number of times equal to your wisdom modifier. Uses are restores after a long rest. Victory though Destruction Expanded Spell list You can choose from an expanded list of spells when you learn an enchanters spell. The following spells are added to the enchanters spell list for you. Spell Level Spells 1st Bane, Cause Fear, Hex, Ray of Sickness 2nd Crown of Madness, Enthrall, Mind Spike, Phantasmal Force 3rd Bestow Curse, Fear, Hypnotic Pattern, Slow 4th Blight, Compulsion, Confusion, Sickening Radiance 5th Cloudkill, Contagion, Destructive Wave, Telekinesis Misfortune You become able to use your magic to affect your enemies and bring misfortune upon them. To do so, you use a bonus action on your turn to choose one creature within 60 feet of you. That creature gains a misfortune die (d6). Once within the next 10 minutes, when the creature rolls and ability check, attack roll or saving throw, you can roll your misfortune die and subtract it from the total, but before the DM says whether the action succeeds or fails. You can use this feature many times equal to your wisdom modifier and regain all uses after a long rest. The die becomes a d8 at level 9 and a d10 at level 15. Enchanters Might At 6th level, you add your wisdom modifier to damage on your single target cantrips and spells. Destroy the morale At 14th level, enemies can't have advantaje on saving throws for spells you cast. Victory though Knowledge Expanded Spell list You can choose from an expanded list of spells when you learn an enchanters spell. The following spells are added to the enchanters spell list for you. Spell Level Spells 1st Comperhend Languages, Detect Magic, Expeditious Retreat, Command, Compelled Duel 2nd Detect Thoughts, Find Traps, Hold Person, Silence, Zone of Truth 3rd Clairvoyance, Counterspell, Daylight, Magic Circle, Tongues 4th Arcane Eye, Guardian of Faith, Locate Creature, Hallucinatory terrain, Fabricate 5th Far Step, Geas, Hold Monster, Legend Lore, Rary's Telepathic Bond Knowledge of your surroundings When you choose the path of Victory through Knowledge, you gain the observer feat. Barricade Additionally, at level 3. When you choose this path, you gain the ability to create a magical barrier where you are standing. The barrier lasts for 10 minutes or until destroyed, and it is large enough to provide 1/2 cover to you and 1 other ally. The barriers shape is a rectangle, 3 feet tall, 4 feet wide and 1 feet deep. The barricade has an AC of 10 and its hit points equal your enchanter´s level + your spellcasting modifier, it starts with one feature, and can be used once per long rest. At levels 9 and 15 you can choose an additional barrier feature. Barrier features Adamantine barrier The barrier is more durable, gaining hit points equal to 2 * (enchanter´s level + your spellcasting modifier). Extended barrier Your barrier is longer, providing the capability of giving cover to four people. Total barrier The barrier changes shape into a circle, providing cover from all directions. Spiked barrier The barrier will do a 6d piercing damage to enemies who attack it with melee attacks.

Armed barrier The barrier develops a magical cover, gaining AC equal to your spellcasting modifier. Muddy barrier The barrier generates a 15-foot radius difficult terrain. Moving barrier You may move at half speed, but the barrier moves with you. Tall barrier The barrier provides the benefits of 3/4 cover. Distant barrier You may cast the barrier at 60 feet. (This is not affected by any range altering abilities) Know your enemy Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to three of the following characteristics of your choice: Strength score Dexterity score Constitution score Armor Class Current hit points Total hit points Total class leveIs (if any) Tactical offense At 14th level you gain the ability to choose an enemy and mark him for your team to focus, each hit the enemy takes during the next minute, deals an extra d6 damage to the opponent. This feature can be used once per long rest.