Enchanter
About this class
This is the Disney Princess class.
Domains
Grace
Sage
Starting stats
Hope feature
Class features
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Friend to Animals
Animals do not attack you unless they are magically compelled to do so or if you attack them first.
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Font of Hope
At the start of each session, place a d4 Positivity Die on your character sheet with the 1 value facing up. When you roll with Hope, you can increase the value of your Positivity Die by one to gain one extra Hope. Additionally, once per rest when you roll with Fear, you can reroll your Hope die. The reroll gains a bonus equal to the current value of your Positivity Die. After the reroll, increase your Positivity Die value by 1. Once the die exceeds its maximum value, the GM gains a Fear and you cannot use this feature until next session. At level 5, your Positivity Die becomes a d6 and you can reroll your Hope die twice per rest.
Class items
- A trinket engraved with your family emblem or a harmless animal pet.
Character questions
Background prompts
- What aspect of your upbringing brings you pride and what aspect are you ashamed of?
- When did you first notice that animals act differently around you?
- How are you able to stay positive?
Connection prompts
- What tender moment did we share before circumstances forced us back into action?
- What is something you are teaching me that I am startlingly naive about?
- How did I help you come back from a low point?
Subclass cards
Printable via header menu
Child of the Wilderness
Foundation
SPELLCAST TRAIT: Presence
Woodland Helpers: Spend a Hope to call a swarm of woodland creatures to you. They can aid you in mundane tasks (cleaning a house, fixing a dress), allowing you to automatically succeed and reducing the time needed to complete these tasks drastically. Make a Spellcast Roll to direct the creatures to attempt a task they could reasonably accomplish but that has consequences for failure. The woodland creatures are skittish and will flee if combat breaks out.
Child of the Wilderness
Specialization
Paint With All the Colors of the Wind: You can summon the wind to aid you. Make a Spellcast Roll on a target within Close range. On a success, mark a Stress to move them to any other location within Close range. You can move yourself without marking a Stress.
Wild Monarch: Animals see you as their leader and will go out of their way to help you. Once per rest, describe how an animal assists you with an action roll to gain a bonus to the roll equal to your Presence.
Child of the Wilderness
Mastery
How Far I'll Go: Describe how you use the natural elements or wild beasts to aid you. You can use each of the following features once per long rest:
Protect: when an attack against you succeeds, mark a Stress to take no damage.
Attack: make a Spellcast Roll against a target in Close range. On a success, deal d20+7 physical or magic damage (your choice) using your Proficiency.
Assist: add a d10 to one action roll.
Child of the Fae
Foundation
SPELLCAST TRAIT: Presence
Fae Charm: Make a Spellcast Roll to use your voice to beguile a target within Close range. On a success, they become temporarily Charmed. You gain advantage on all social Presence rolls against a Charmed creature. Once per rest, you can use your "Font of Hope" feature against a Charmed creature without increasing the die value. Any violent action towards the Charmed target by you or your allies ends the condition and renders them immune to further attempts.
Child of the Fae
Specialization
Walk Between Worlds: Mark a Stress to slip into the liminal space between realities. You immediately clear the Restrained condition and can teleport to any location within Close range that you can see.
Contagious Positivity: When you use your "Font of Hope" feature, choose an ally within Close range to gain a Hope or clear a Stress.
Child of the Fae
Mastery
Sing With All the Voices of the Mountain: Once per rest, you use your voice in a chorus so epic, it emboldens your allies and devastates your enemies. All allies within Far range gain a Hope and clear 1d4 Stress and all adversaries within Far range mark 1d4 Stress and become temporarily Vulnerable.
Enchanter
This is the Disney Princess class.
Domains
Grace + Sage
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A trinket engraved with your family emblem or a harmless animal pet.
Enchanter’s Hope Feature
Sharing is Caring : Spend 3 Hope to bestow 3 Hope to your allies within Close range, distributing it among them as you see fit.
Class Features
Friend to Animals
Animals do not attack you unless they are magically compelled to do so or if you attack them first.
Font of Hope
At the start of each session, place a d4 Positivity Die on your character sheet with the 1 value facing up. When you roll with Hope, you can increase the value of your Positivity Die by one to gain one extra Hope. Additionally, once per rest when you roll with Fear, you can reroll your Hope die. The reroll gains a bonus equal to the current value of your Positivity Die. After the reroll, increase your Positivity Die value by 1. Once the die exceeds its maximum value, the GM gains a Fear and you cannot use this feature until next session. At level 5, your Positivity Die becomes a d6 and you can reroll your Hope die twice per rest.
Enchanter Subclasses
Choose either the Child of the Wilderness or Child of the Fae subclass.
Child of the Wilderness
Call animals and elements to your aid.
Spellcast Trait
Presence
Foundation Features
Woodland Helpers: Spend a Hope to call a swarm of woodland creatures to you. They can aid you in mundane tasks (cleaning a house, fixing a dress), allowing you to automatically succeed and reducing the time needed to complete these tasks drastically. Make a Spellcast Roll to direct the creatures to attempt a task they could reasonably accomplish but that has consequences for failure. The woodland creatures are skittish and will flee if combat breaks out.
Specialization Feature
Paint With All the Colors of the Wind: You can summon the wind to aid you. Make a Spellcast Roll on a target within Close range. On a success, mark a Stress to move them to any other location within Close range. You can move yourself without marking a Stress.
Wild Monarch: Animals see you as their leader and will go out of their way to help you. Once per rest, describe how an animal assists you with an action roll to gain a bonus to the roll equal to your Presence.
Mastery Feature
How Far I'll Go: Describe how you use the natural elements or wild beasts to aid you. You can use each of the following features once per long rest:
Protect: when an attack against you succeeds, mark a Stress to take no damage.
Attack: make a Spellcast Roll against a target in Close range. On a success, deal d20+7 physical or magic damage (your choice) using your Proficiency.
Assist: add a d10 to one action roll.
Child of the Fae
Beguile your foes with your ethereal voice and otherworldly powers.
Spellcast Trait
Presence
Foundation Features
Fae Charm: Make a Spellcast Roll to use your voice to beguile a target within Close range. On a success, they become temporarily Charmed. You gain advantage on all social Presence rolls against a Charmed creature. Once per rest, you can use your "Font of Hope" feature against a Charmed creature without increasing the die value. Any violent action towards the Charmed target by you or your allies ends the condition and renders them immune to further attempts.
Specialization Feature
Walk Between Worlds: Mark a Stress to slip into the liminal space between realities. You immediately clear the Restrained condition and can teleport to any location within Close range that you can see.
Contagious Positivity: When you use your "Font of Hope" feature, choose an ally within Close range to gain a Hope or clear a Stress.
Mastery Feature
Sing With All the Voices of the Mountain: Once per rest, you use your voice in a chorus so epic, it emboldens your allies and devastates your enemies. All allies within Far range gain a Hope and clear 1d4 Stress and all adversaries within Far range mark 1d4 Stress and become temporarily Vulnerable.
Background Questions
Answer any of the following, or create your own.
- • What aspect of your upbringing brings you pride and what aspect are you ashamed of?
- • When did you first notice that animals act differently around you?
- • How are you able to stay positive?
Connections
Ask one of the following, or improvise.
- • What tender moment did we share before circumstances forced us back into action?
- • What is something you are teaching me that I am startlingly naive about?
- • How did I help you come back from a low point?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.