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==== Hypnotic Gaze ==== | ==== Hypnotic Gaze ==== | ||
''2nd Level School of Enchantment Feature''<br> | ''2nd Level School of Enchantment Feature''<br> | ||
Your soft words and enchanting gaze can magically enthrall another creature. As an Action, choose one creature that you can see within 5ft of you. If the target can see or hear you, it must succeed on a Wisdom Saving Throw against your Spell Save DC or be Charmed by you until the end of your next turn. The Charmed creature’s speed drops to 0, and the creature is Incapacitated and visibly dazed.<br> | |||
On subsequent turns, you can use your | On subsequent turns, you can use your Action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5ft away from the creature, if the creature can neither see nor hear you, or if the creature takes Damage.<br> | ||
Once the effect ends, or if the creature succeeds on its initial | 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. | ||
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==== Instinctive Charm ==== | ==== Instinctive Charm ==== | ||
''6th Level School of Enchantment Feature''<br> | ''6th Level School of Enchantment Feature''<br> | ||
When a creature you can see within | When a creature you can see within 30ft of you Attacks you, you can use your Reaction to divert the attack to another creature in the Attack's Range. The Attacker must make a Wisdom Saving Throw against your 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.<br> | ||
Creatures that can’t be Charmed are unaffected by this feature. | |||
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==== Split Enchantment ==== | ==== Split Enchantment ==== | ||
''10th Level School of Enchantment Feature''<br> | ''10th Level School of Enchantment Feature''<br> | ||
When you cast an | When you cast an Enchantment Spell of 1st Level or higher that targets only one creature, you can cause that spell to target a second creature. | ||
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==== Alter Memories ==== | ==== Alter Memories ==== | ||
''14th Level School of Enchantment Feature''<br> | ''14th Level School of Enchantment Feature''<br> | ||
You gain the ability to make a creature unaware of your magical influence on it. When you cast an Enchantment Spell to Charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being Charmed.<br> | |||
Additionally, once before the | Additionally, once before the Spell ends, you can use your Action to try make the creature forget some of the time it spent Charmed. The creature must succeed on an Intelligence Saving Throw against your Spell Save DC or lose a number of hours of its memory equal to 1 + your Charisma Modifier. You can make the creature forget less time, but the amount of time can’t exceed the duration of the Enchantment Spell cast. | ||
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