School of Enchantment

As a member of the School of Enchantment, you have
honed your ability to magically entrance and beguile
other people and monsters. Some enchanters are
peacemakers who bewitch the violent to lay down their
arms and charm the cruel into showing mercy. Others
are tyrants w ho magically bind the unwilling into their
service. Most enchanters fall somewhere in between.

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 Gaze

Starting at 2nd level when you choose this school, your
soft words and enchanting gaze can magically enthrall
another creature. A s an action, choose one creature that
you can see within 5 feet of you. If the target can see or
hear you, it must succeed on a Wisdom saving throw
against your wizard spell save DC or be charmed by you
until the end o f your next turn. The charmed creature’s
speed drops to 0, and the creature is incapacitated and
visibly dazed.
On subsequent turns, you can use your action to
maintain this effect, extending its duration until the
end o f your next turn. However, the effect ends if you
move more than 5 feet away from the creature, if the
creature can neither see nor hear you, or if the creature
takes damage.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can’t use this
feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 6th level, when a creature you can see
within 30 feet o f 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. On a failed save,
the attacker must target the creature that is closest
to it, not including you or itself. If multiple creatures
are closest, the attacker chooses which one to target.
On a successful save, you can’t use this feature on the
attacker again until you finish a long rest.
You must choose to use this feature before knowing
whether the attack hits or misses. Creatures that can’t
be charmed are immune to this effect.

Split Enchantment

Starting at 10th level, when you cast an enchantment
spell o f 1st level or higher that targets only one creature,
you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature
unaware o f 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 o f being charmed.
Additionally, once before the spell expires, you can
use your action to try to make the chosen creature
forget some o f 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
o f its memories equal to 1 + your Charisma modifier
(minimum 1). You can make the creature forget less
time, and the amount o f time can’t exceed the duration
of your enchantment spell.

School of Enchantment

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