Enchanter (Class)

== Overview ==
=== Hit Points ===
* Hit Dice: 1d6 per Enchanter level 
* Hit Points at 1st Level: 6 + your Intelligence modifier 
* Hit Points at Higher Levels: 1d6 (or 4) + your Intelligence modifier per Enchanter level after 1st
=== Enchanter's Craftsmanship: Subclass ===
* Proficiencies: Magical Smithing, Intelligence, Alchemy, Soul Binding
* Feature: Signature Enchantment - Starting at level 1, whenever you enchant an item, you can leave your unique arcane mark on it, allowing you to recognize it and granting you advantage on checks to identify or understand its properties.
* Starter Spell: Bind Essence - For 6 MP, you can bind a small portion of magical energy to an object, making it faintly magical for 1 hour. This energy can be used as an arcane weapon that deals an extra 1d4+2 force damage.
* Starter Item: Rune Stone - A small stone covered in intricate runes. Used in the enchanting process, it aids in stabilizing and enhancing enchantments.
=== Disruptor: Subclass ===
* Proficiencies: Disorder, Wisdom, Alchemy, Soul Binding
* Feature: Disruptive Aura - At level 1, for 1d4 MP per turn, you emit an aura that weakens nearby magical effects. Spells cast within 10 feet of you have their MP cost increased by 1d4 (to a minimum of 1). This does not affect your own spells.
* Starter Spell: Drain Arcana - For 50% Max MP, target a creature within 30 feet. They must make a Wisdom saving throw or their spell gets cancelled. The MP cost of the cancelled spell must not exceed 30% of your Max MP.
* Starter Item: Nullifying Crystal - Holding this crystal grants the user advantage on saving throws against magical effects.