Enchanter
About this class
A subtle spellcaster who manipulates minds, emotions, and perception. Play the Enchanter if you want to bend perception, manipulate emotions, and make others see the world as you desire.
Included subclasses
Domains
Grace
Arcana
Starting stats
Hope feature
Class features
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Spellbound
When you make a Presence Roll against a Charmed or Enraptured creature, you can mark a Stress to reduce the creature's Difficulty by 2 for the roll. If the roll succeeds, the creature's Difficulty remains reduced until the end of the scene.
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Suave Presence
When you succeed on a Presence Roll to influence a creature, you can mark a Stress to make it temporarily Charmed by you until the end of the scene. Charmed targets cannot target you, and you have advantage on Presence rolls against them.
Class items
- A magical object through which you weave your enchantments.
- Cosmetics, costumes, and minor magical tools for altering your appearance.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Cupid
Foundation
SPELLCAST TRAIT: Presence
Irresistible Charm: When you make a creature Charmed or Enraptured, you can choose another creature within Very Close range. The affected creature treats that creature as the source of its condition instead of you.
Shared Affection: When you make a ranged attack against a Charmed or Enraptured creature, you can spread its condition to another creature within Very Close range of it.
Cupid
Specialization
Heartstring: When two creatures are Charmed or Enraptured, you can link them until the end of the scene. When one takes damage, you can mark a Stress to have the other mark 1 Stress.
Jealousy: When a Charmed or Enraptured creature sees another creature attack you, you can mark a Stress to force it to attack that creature.
Cupid
Mastery
Devotion: Once per session, when a creature becomes Charmed or Enraptured, you can make the condition last until the end of the next scene instead.
Lovestruck: When you make a creature Charmed or Enraptured, you can affect all creatures within Very Close range of it. Each target must succeed on a Reaction Roll (15) or gain the same condition.
Mesmer
Foundation
SPELLCAST TRAIT: Presence
Hallucinatory Image: When you make a Spellcast Roll, create a visual illusion no larger than yourself within Close range. It can move and behave as you direct, but cannot physically affect the world. You can have up to three illusions at a time.
Illusory Double: When an adversary attacks you or an ally within Very Close range, you can mark a Stress to have the attack target one of your illusions instead. The illusion disappears after the attack.
Mesmer
Specialization
Misdirection: When you succeed on a Presence Roll against a creature, you can make it perceive one creature, object, or location as another until the end of the scene. The effect ends when the creature succeeds on a Reaction Roll (15) to discover the deception.
Vanishing Act: When you are within Close range of one of your illusions, you can spend a Hope to reappear within Very Close range of another. You become Hidden.
Mesmer
Mastery
Mind Palace: Once per scene, when a creature interacts with one of your illusions, you can force it to make a Reaction Roll (15). On a failure, it becomes Confused until the end of the scene. While Confused, it cannot distinguish your illusions from reality and has Disadvantage on rolls to perceive them.
Phantasmagoria: You can have up to five illusions at a time. Your illusions can now physically interact with the world.
Enchanter
A subtle spellcaster who manipulates minds, emotions, and perception. Play the Enchanter if you want to bend perception, manipulate emotions, and make others see the world as you desire.
Domains
Grace + Arcana
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A magical object through which you weave your enchantments.
- • Cosmetics, costumes, and minor magical tools for altering your appearance.
Enchanter’s Hope Feature
Lullaby Mirage : Spend 3 Hope to conjure a magical illusion within Very Close range. Each creature within Melee range of the illusion must succeed on a Reaction Roll (13) or become Asleep. When a creature takes damage or the GM spends a Fear on their turn to clear the condition they wake, and the illusion disappears.
Class Features
Spellbound
When you make a Presence Roll against a Charmed or Enraptured creature, you can mark a Stress to reduce the creature's Difficulty by 2 for the roll. If the roll succeeds, the creature's Difficulty remains reduced until the end of the scene.
Suave Presence
When you succeed on a Presence Roll to influence a creature, you can mark a Stress to make it temporarily Charmed by you until the end of the scene. Charmed targets cannot target you, and you have advantage on Presence rolls against them.
Enchanter Subclasses
Choose either the Cupid or Mesmer subclass.
Cupid
Play a Cupid if you want to be a manipulator of desire who forge sudden bonds and bend emotions to their will.
Spellcast Trait
Presence
Foundation Features
Irresistible Charm: When you make a creature Charmed or Enraptured, you can choose another creature within Very Close range. The affected creature treats that creature as the source of its condition instead of you.
Shared Affection: When you make a ranged attack against a Charmed or Enraptured creature, you can spread its condition to another creature within Very Close range of it.
Specialization Feature
Heartstring: When two creatures are Charmed or Enraptured, you can link them until the end of the scene. When one takes damage, you can mark a Stress to have the other mark 1 Stress.
Jealousy: When a Charmed or Enraptured creature sees another creature attack you, you can mark a Stress to force it to attack that creature.
Mastery Feature
Devotion: Once per session, when a creature becomes Charmed or Enraptured, you can make the condition last until the end of the next scene instead.
Lovestruck: When you make a creature Charmed or Enraptured, you can affect all creatures within Very Close range of it. Each target must succeed on a Reaction Roll (15) or gain the same condition.
Mesmer
Play a Mesmer if you want to be a supreme illusionist who overwhelms the senses, turning perception into a weapon.
Spellcast Trait
Presence
Foundation Features
Hallucinatory Image: When you make a Spellcast Roll, create a visual illusion no larger than yourself within Close range. It can move and behave as you direct, but cannot physically affect the world. You can have up to three illusions at a time.
Illusory Double: When an adversary attacks you or an ally within Very Close range, you can mark a Stress to have the attack target one of your illusions instead. The illusion disappears after the attack.
Specialization Feature
Misdirection: When you succeed on a Presence Roll against a creature, you can make it perceive one creature, object, or location as another until the end of the scene. The effect ends when the creature succeeds on a Reaction Roll (15) to discover the deception.
Vanishing Act: When you are within Close range of one of your illusions, you can spend a Hope to reappear within Very Close range of another. You become Hidden.
Mastery Feature
Mind Palace: Once per scene, when a creature interacts with one of your illusions, you can force it to make a Reaction Roll (15). On a failure, it becomes Confused until the end of the scene. While Confused, it cannot distinguish your illusions from reality and has Disadvantage on rolls to perceive them.
Phantasmagoria: You can have up to five illusions at a time. Your illusions can now physically interact with the world.
Background Questions
Answer any of the following, or create your own.
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Connections
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