Archetype - Creator

## The Miraculous Power of Creation

The Enchanter Archetype represents Characters who have a deep and powerful connection with the magic of Creation which suffuses the world. They come from a range of backgrounds, but all have a deep connection to the creation be it through the crating of objects to the creation of beautiful works of art. They may include Painters, Blacksmiths, Seamstresses and more.

Through their talents they may imbue the magic of Creation into Characters and Objects. They may also use their understanding of the forces of Creation to speak the True Names of Objects and Characters to Cast their Spells. As they advance in level their Enchantments become imbued with greater power, and the Enchanter learns Words of Power that may create fantastical Magical Effects.

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as an Enchanter. Creator.

### Minor Improvement

You may add +1 to one Ability Score. You may not increase an Ability Score above 17 with this feature.

* Alternatively you may choose one Basic Feat from the Basic Feats section.
	+ For Enchanters we recommend choosing the Student of the Elements Feat, or another Feat from the Basic Magic Feats list.

### Additional Hit Points

* Begin with an additional 8 + Constitution Modifier Hit Points.

### Skill Proficiency

* You gain the Creativity Skill.
	+ If you already have this Skill, you gain another Skill of your Choice.

### Weapon and Armor Proficiencies

* Proficiency with all Simple, Advanced and Complex Weapons Available in the Setting.
* Proficiency in Light Armor, Medium Armor, Heavy Armor and Shields.

### Saving Throw Proficiencies

* Dexterity Saving Throw Proficiency
* Intelligence Saving Throw Proficiency

## Level 1

### Hit Points

* Add 1d8 (or 5) + Constitution Modifier Hit Points for each level of Enchanter you have.

### Magical Creativity

* You gain two Tool Proficiencies of your choice.
* You may add one Roll of your Magic Die to any Creativity Skill Check you make.

### Enchanted Strikes

* You may use your Spellcasting Ability for the Attack and Damage Modifiers of any Weapon Attack or Unarmed Strike you make.

### Magic die

* At Level 1 your Magic Die is a d4. This die represents your Character's ability to exert greater control over magical forces in the world.
* At levels 5, 9, 13 and 17 of Enchanter, the Improved Magic Die feature increases the size of your Magic Die to a d6, a d8, a d10 and a d12 respectively.
* If you gain the Improved Magic Die feature from another source (such as the Chosen or Gifted Archetypes), increase the Magic die by one size category, upto a maximum die size the Magic Die of a d12.

## Spellcasting

You have learned to command Nature by learning the true names of things.

Below you will find a list of rules describing what spells you can learn, how many you can learn as well as how you may change the Spells you have learned.

#### Spell List

* Enchanters learn Spells from the Creation Tradition of Magic.
* Spells learned through this Archetype or the Themes you gain through this Archetype are referred to as Enchanter Spells.

#### Cantrips

* Cantrips are a subset of Spells which you may cast without expending a Spell Slot.
* You learn two Cantrips of your choice from the Creation Spell List.
* You learn additional Creation Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Enchanter Spellcasting Table.
* You may replace one Cantrip of your choice with another from the Creation Tradition of Magic whenever you Level Up.

#### **Pact Magic**

* The Enchanter Archetype benefits from a special form of Spellcasting called Pact Magic, which represents how their magic is derived from a source outside of themselves.
* The Enchanter Spellcasting Table shows how many Spell Slots you have to Cast your Spells and their Spell Level.
* The Spell Slots you gain through Pact Magic are all at the same Spell Level.
* Spells you Cast using Pact Magic Spell Slots are always Cast at that Level.
	+ If the Spell Cast is of a Lower Level than the Spell Slot expended, it is Upcast to match the Level of your Spell Slot, even if that Spell lacks additional benefits when Upcast.
* You regain all expended Pact Magic Spell Slots when you finish a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.

#### Spells Known of 1st Level and Higher

* You may learn any Spell from the Creation Tradition of Magic.
* The number of Spells you may learn increases as you level up.
	+ You may not learn an Enchanter Spell of higher level than that granted by the Spell Slots you gain from this Archetype (see the Enchanter Spellcasting Feature Table)
* The total number of Spells you may learn is equal to one + your Enchanter Level (see the Enchanter Spellcasting Feature Table)
	+ You may learn any combination of Enchanter Spells from any Spell Slot Level, provided they do not exceed the total number of Spells available at your Level and are of a Spell Level you can Cast as a Enchanter (see the Spellcasting Feature Table)
	+ For example, a 5th Level Enchanter may choose to learn two 1st Level Spells, two 2nd Level Spells and two 3rd Level Spells. Alternatively they may choose to learn two 1st Level Spells, one 2nd Level Spell and three 3rd Level Spells.
* You may gain additional Spells known from your chosen Theme, gained at 3rd Level. These Spells do not count against your Total Known Enchanter Spells.

#### Replacing Spells Known of 1st Level or Higher

* Due to how Enchanters gain access to their magic, they are more restricted in their ability to learn and replace their Spells.
* Enchanters are unable to change their Creation Spells on a Long Rest.
* Whenever you gain a New Level, you may in addition to learning new Spells replace any number of Creation Spells you know with other Spells available from the Creation Tradition of Magic.

#### Spellcasting Ability

* You may choose their Spellcasting Ability from the following options: Intelligence or Charisma.
* Your magic comes from your force of will, or your vast knowledge of otherworldly powers, which is used to call upon and channel the magic they offer.
* Your magic comes from your knowledge of words of power, or the creativity you utilize in their usage.
* You use the chosen Ability's modifier whenever an Enchanter Spell refers to your Spellcasting Ability.
* In addition, you use this Modifier when setting the saving throw DC for an Enchanter Spell you Cast and when making an Attack roll for such a Spell.
	+ **Spell Save DC** = 8 + your Proficiency bonus + your Intelligence or Charisma modifier
	+ **Spell Attack modifier** = your Proficiency bonus + your Intelligence or Charisma modifier
* You may change your choice of Ability Modifier when you Level Up.

#### Ritual Casting

* You can Cast any Spell you have learned as a Ritual if that Spell has the ritual tag.
* The duration to cast a Ritual is the Spell's usual casting time plus 10 minutes.
* When you Cast a Spell as a Ritual you do not expend a Spell Slot.
	+ Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Spellcasting Focus

* You may use a Spellcasting Focus whenever a costless material component is required to perform an Enchanter Spell.
* You may use any Weapon or Tool you are Proficient with as a Spellcasting Focus.

### True Name Magic

* All Enchanter Spells and Features require a Verbal Component, even if the Spell does not usually require this.

## Level 2

### Elemental Enchantment

* As a Bonus Action, you may command the Magic of Creation to imbue yourself and a Weapon you are holding with Elemental Power.
* Choose one of the following Elemental Damage Types: Acid, Cold, Fire, Lightning, Poison or Thunder. Until the Start of your Next Turn, you deal Additional Damage of the chosen Damage Type equal to one Roll of your Magic Die when you Damage a Target with a Weapon Attack, an Unarmed Strike or a Cantrip you Cast.
	+ If the Attack is a Critical Hit, the Additional Damage is equal to Two Rolls of your Magic Die.

### Enchantments

* Enchantments allow you to apply magical effects to Characters or Objects.
* When you gain this feature, you may maintain up to two Enchantments at any one time.
	+ To apply an Enchantment to a Character or Object you must have access to them
	+ A list of Enchantment and their requirements are presented at the end of this Archetype.
	+ You may only apply one Enchantment to a given Object. There is no limit to how many Enchantments may be applied to a Character.
* The effects of your Enchantments end when you finish a Long Rest, unless during your Long Rest you take time to reapply them to the chosen Objects and Characters.
* Alternatively, you may choose to apply new Enchantments to different Objects and Characters when you finish a Long Rest.\*\*It takes a duration of 10 minutes to apply an Enchantment. You may assume this occurs during the course of your Long Rest.
* The maximum number of Enchantments you can maintain at any given time is presented in the Enchanter Archetype Features Table.
* As you gain Levels as an Enchanter, you gain the ability to Enchant more Objects and Characters, and the benefits they grant improve at Levels 6, 9 and 18.
* The Magic of your Enchantments come from the Creation Tradition of Magic and the Transmutation School of Magic.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Elementalist Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.
* Chosen Specific Themes may grant you a specific Patron who represents the source of much of your magic.
* Optional Rules concerning Patrons are presented at the end of this Archetype.

## Level 4

### Major Improvement

* You may add +2 to an Ability Score or +1 to two different Ability Scores
* Alternatively, you may choose an Advanced Feat which will grant your Enchanter powerful new abilities.

## Level 5

### Improved Magic Die

* Your Magic Die increases from a d4 to a d6.

### Improved Attack

* When you take the Attack Action, you may make up to two separate Attacks during your Turn.

### Additional Enchantment

* The number of Enchantments you can maintain increases by one.

### Fast Enchantment

* Once per Turn, you may replace an Attack you make with the Activation of an Enchantment.

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

## Level 7

### Additional Enchantment

* The number of Enchantments you can maintain increases by one.

## Level 8

### Major Improvement

* You may add +2 to an Ability Score or +1 to two different Ability Scores
* Alternatively, you may choose an Advanced Feat which will grant your Enchanter powerful new abilities.

## Level 9

### Improved Enchantments

* The potency of your Enchantments improves dramatically. All your Enchantments gain additional benefits at this level.

### Additional Enchantment

* The number of Enchantments you can maintain increases by one.

### Improved Magic Die

* Your Magic Die increases from a d6 to a d8.

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

## Level 11

### Additional Enchantment

* The number of Enchantments you can maintain increases by one.

### Words of Power (6th Level Spell)

* You learn one 6th Level Spell from the Creation Spell list of your Choice. You may Cast this Spell once per Long Rest without expending a Spell Slot.

## Level 12

### Major Improvement

* You may add +2 to an Ability Score or +1 to two different Ability Scores
* Alternatively, you may choose an Advanced Feat which will grant your Enchanter powerful new abilities.

## Level 13

### Improved Magic Die

* Your Magic Die increases from a d8 to a d10.

### Words of Power (7th Level Spell)

* You learn one 7th Level Spell from the Creation Spell list of your Choice. You may cast this Spell once per Long Rest without expending a Spell Slot.

## Level 14

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

## Level 15

### Additional Enchantment

* The number of Enchantments you can maintain increases by one.

### Words of Power (8th Level Spell)

* You learn one 8th Level Spell from the Creation Spell list of your Choice. You may cast this Spell once per Long Rest without expending a Spell Slot.

## Level 16

### Major Improvement

* You may add +2 to an Ability Score or +1 to two different Ability Scores
* Alternatively, you may choose an Advanced Feat which will grant your Enchanter powerful new abilities.

### Improved Magic Die

* Your Magic Die increases from a d8 to a d10.

## Level 17

### Improved Magic Die

* Your Magic Die increases from a d10 to a d12.

### Words of Power (9th Level Spell)

* You learn one 9th Level Spell from the Creation Spell list of your Choice. You may cast this Spell once per Long Rest without expending a Spell Slot.

## Level 18

### Improved Enchantments

* The potency of your Enchantments improves dramatically. All your Enchantments gain additional benefits at this level.

## Level 19

### Additional Enchantment

* The number of Enchantments you can maintain increases by one.

### Major Improvement

* You may add +2 to an Ability Score or +1 to two different Ability Scores
* Alternatively, you may choose an Advanced Feat which will grant your Enchanter powerful new abilities.

## Level 20

### End Enchantment

* When you Cast a Spell of 5th Level or Less, instead of expending a Spell Slot you may end the effects of an Enchantment you are maintaining.
* Enchantments ended in this way cannot be reapplied until you complete a Long Rest.

### Epic Improvement

* At Level 20 you may add +2 to an Ability Score or +1 to two different Ability Scores.
* This Ability Score Increase can increase an Ability Score beyond 20, but not beyond 30.
* Alternatively you may choose an Epic Feat which will grant your Enchanter powerful new features.

## Enchantments

Creator Enchantments represent ways in which Enchanters can temporarily apply magical effects to Characters or Objects. They typically appears as engravings, runes or tattoos placed upon a Character or a piece of equipment in their possession.

Each Enchantment will include a description of the Target of an Enchantment, and the effect which the Enchantment will have upon the Target.

The Effects of an Enchantment improve as the Enchanter gains reaches Level 9 and 18.

Below we present the Enchantments in four sections: Offensive Enchantments, Defensive Enchantments, Mobility Enchantments and Utility Enchantments.

You may apply as many Enchantments to Characters as you wish. Objects may only receive one Enchantment.

### Offensive Enchantments

All Offensive Enchantments may be applied to either a Weapon or a Character.

#### Echo

* When you cause Physical Damage using this Weapon or Unarmed Strike (Piercing, Slashing or Bludgeoning Damage), you may change the Damage Type to Thunder.
* As a Bonus Action a Character holding the Weapon or bearing the Enchantment may speak it's Command Word to Activate the Enchantment, granting the Weapon or Unarmed Strike the below benefits until the Start of their Next Turn:
	+ When a Character Hits a Target with an Attack from this Weapon or Unarmed Strike, they become surrounded by spectral Echoes of the Attack which Hit them, which will strike the Target if given an opportunity to do so.
		- A Character cannot be affected by more than one instance of this effect.
	+ **I**f the Target moves 5ft or more , the Echoes will strike them, causing the Target to take Thunder Damage equal to two rolls of your Magic Die.
	+ The Echoes dissipate after they deal Damage, or at the Start of the Attacker's Next Turn, or if the Target moves in such a way that they avoid the Damage
	+ Forced Movement, Teleportation or Movement which otherwise ignores Attacks of Opportunity does not trigger this Additional Damage. Invisibility or Obscurement does not prevent this Damage from occurring.
* **Improved Enchantment:**
	+ At Level 9, when the Enchantment is Activated, Attacks with this Weapon deal Additional Thunder Damage equal to one roll of your Magic Die on a Hit. If the Attack is a Critical Hit, the Additional Damage is equal to Two Rolls of your Magic Die.
	+ At Level 18, the Damage caused by a Character moving from their current position becomes three rolls of your Magic Die.

#### Lightning Precision

* When you cause Physical Damage using this Weapon or Unarmed Strike (Piercing, Slashing or Bludgeoning Damage), you may change the Damage Type to Lightning.
* As a Bonus Action a Character holding the Weapon or bearing the Enchantment may speak it's Command Word to Activate the Enchantment, granting the Weapon or Unarmed Strike the below benefits until the Start of their Next Turn:
	+ Until the Start of your Next Turn the Reach or Range of the Weapon or Unarmed Strikes increases.
		- If the Enchantment is on a Ranged Weapon the Weapon's Short and Long Range are doubled.
		- If the Enchantment is on a Melee Weapon or a Character, the Reach of the Weapon or the Character's Unarmed Strikes is increased by 10ft.
		- Melee Weapons with the Thrown Property gain both of the above benefits.
* **Improved Enchantment**
	+ At Level 9, when the Enchantment is Activated, Attacks with this Weapon deal Additional Lightning Damage equal to one roll of your Magic Die on a Hit. If the Attack is a Critical Hit, the Additional Damage is equal to Two Rolls of your Magic Die.
	+ At Level 18, the Short and Long Range of Ranged Weapons are instead Quadrupled and the Reach of Melee Weapons and Unarmed Strikes are instead increased by 20ft while the Enchantment in Active.

#### Wildfire

* When you cause Physical Damage using this Weapon or Unarmed Strike (Piercing, Slashing or Bludgeoning Damage), you may change the Damage Type to Fire.
* As a Bonus Action a Character holding the Weapon or bearing the Enchantment may speak it's Command Word to Activate the Enchantment, granting the Weapon or Unarmed Strike the below benefits until the Start of their Next Turn:
	+ When you cause Fire Damage to a Target with an Attack with this Weapon, Wildfire erupts outwards from them.
	+ Any Targets of your Choice within 5ft of the original Target (but not the Target themselves) take Fire Damage equal to two rolls of your Magic Die, provided the original Attack would have met or exceeded their Armor Class.
* **Improved Enchantment**
	+ At Level 9, when the Enchantment is Activated, Attacks with this Weapon deal Additional Fire Damage equal to one roll of your Magic Die on a Hit. If the Attack is a Critical Hit, the Additional Damage is equal to Two Rolls of your Magic Die.
	+ At Level 18, the Wildfire can hit Targets of your Choice up to 10ft away from the original Target.

#### Corrosion

* When you cause Physical Damage using this Weapon or Unarmed Strike (Piercing, Slashing or Bludgeoning Damage), you may change the Damage Type to Acid.
* As a Bonus Action a Character holding the Weapon or bearing the Enchantment may speak it's Command Word to Activate the Enchantment, granting the Weapon or Unarmed Strike the below benefits until the Start of their Next Turn:
	+ When you make an Attack with a Weapon or Unarmed Strike benefiting from this Enchantment and miss, you may add one roll of your Magic Die to the Attack's result.
	+ If this roll would have turned the Miss into a Hit, the Target is coated with a Corrosive Acid, which causes Acid Damage equal to two rolls of your Magic Die.
		- Do not add your Ability modifier to the Damage caused. The Attack is still considered a Miss for the purposes of other triggered on a Hit.
* **Improved Enchantment**
	+ At Level 9, when the Enchantment is Activated, Attacks with this Weapon deal Additional Acid Damage equal to one roll of your Magic Die on a Hit.
	+ At Level 18, the Corrosive Acid instead causes Acid Damage equal to three Rolls of your Magic Die.

#### Freezing

* When you cause Physical Damage using this Weapon or Unarmed Strike (Piercing, Slashing or Bludgeoning Damage), you may change the Damage Type to Cold.
* As a Bonus Action a Character holding the Weapon or bearing the Enchantment may speak it's Command Word to Activate the Enchantment, granting the Weapon or Unarmed Strike the below benefits until the Start of their Next Turn:
	+ When you cause Cold Damage to a Target with an Attack with this Weapon, they become coated with layer of Ice. The Ice remains until the Start of the Attacker's Next Turn. The Ice also disappears if the Target or Ice takes Fire Damage, or if a Character uses the Use an Object Action to remove the Ice.
	+ While the Target is coated in Ice, their Movement Speed is reduced by 15ft.
* **Improved Enchantment**
	+ At Level 9, when the Enchantment is Activated, Attacks benefitting from this Enchantment deal Additional Cold Damage equal to one roll of your Magic Die on a Hit.
	+ At Level 18, the Ice instead reduces their Movement Speed by 30ft.

#### Sickening

* When you cause Physical Damage using this Weapon or Unarmed Strike (Piercing, Slashing or Bludgeoning Damage), you may change the Damage Type to Poison.
* As a Bonus Action a Character holding the Weapon or bearing the Enchantment may speak it's Command Word to Activate the Enchantment, granting the Weapon or Unarmed Strike the below benefits until the Start of their Next Turn:
	+ When a Target takes Poison Damage from this Weapon, the Target becomes momentarily sickened. Until the Start of the Attacker's Next Turn, the Target cannot take Reactions and they have Disadvantage on Strength and Dexterity Saving Throws. Characters immune to the Poisoned Condition are unaffected by this effect.
* **Improved Enchantment**
	+ At Level 9, when the Enchantment is Activated, Attacks with this Weapon deal Additional Poison Damage equal to one roll of your Magic Die on a Hit.
	+ At Level 18, Target's Sickened by this Enchantment also have Disadvantage on their Constitution Saving Throws.

#### Transmuting Weapon

* As a Bonus Action a Character holding the Weapon or bearing the Enchantment may speak it's Command Word to Activate the Enchantment, granting the Weapon or Unarmed Strike the below benefits until the Start of their Next Turn:
	+ The Weapon or Unarmed Strikes deal Additional Damage of the Chosen Damage Type equal to one roll of your Magic Die.
	+ Additionally, when the Enchantment is Activated the User may change the Damage Type of the Weapon or Unarmed Strikes from it's current Type to either Bludgeoning, Piercing or Slashing Damage.
		- If the Weapon uses Ammunition, the Damage it's Ammunition causes changes to one of these Damage Types.
		- You may also choose the Weapon's current damage type.
		- If the Damage Type changes, the Weapon may lose the Bludgeoning, Piercing or Slashing Property and may gains either the Bludgeoning, Piercing or Slashing Property. This allows the Weapon to be used for Weapon Techniques it would not normally be able to be used with.
* **Improved Enchantment**
	+ At Level 9, when the Enchantment is Activated, you may grant the Weapon or Unarmed Strikes of the User the Reach property with a range of 10ft. If the Weapon already had the Reach property, increase it's range by 5ft. If it is a Ranged Weapon, it's Short and Long Range is Doubled. If the Weapon is a Thrown Weapon, it benefits from both properties.
	+ At Level 18, the Weapon instead deals two additional Magic Die of Damage when the Enchantment is active.

### Defensive Enchantments

* Requirement: A set of armor, a shield or a Character.

### Feather Armor

Requirement: A set of Heavy Armor

* The Armor no longer has a Strength prerequisite to be worn effectively.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ When the Wearer falls, they float safely to the ground, descending at a rate of 60ft per Round. Bludgeoing Damage due to Falls. is Damaged, reduce the Damage dealt against them by one roll of your Magic Die.
	+ The Wearer's Jump Distance is Doubled.
* **Improved Enchantment:**
	+ At Level 9, the Damage Reduction caused by this Enchantment increases to two rolls of your Magic Die. If the Damage was caused by Physical Damage reduce the Damage by three Rolls of your Magic Die.
	+ At Level 18, the Damage Reduction caused by this Enchantment increases to three rolls of your Magic Die. If the Damage was caused by Physical Damage reduce the Damage by four Rolls of your Magic Die.

#### Defensive Transmutation

* The Wearer's Minimum Armor Class may be calculated as below:
	+ Armor Class = 10 + Wearer's Dexterity Modifier + Your Intelligence Modifier
	+ The Wearer may add the AC bonus of a Shield to this Armor Class as well as effects which grant bonuses to Armor Class.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ The next time the Wearer is Damaged, reduce the Damage dealt against them by one roll of your Magic Die.
	+ If the Damage was caused by Physical Damage (Bludgeoning, Piercing or Slashing Damage) reduce the Damage by two Rolls of your Magic Die.
* **Improved Enchantment:**
	+ At Level 9, the Damage Reduction caused by this Enchantment increases to two rolls of your Magic Die. If the Damage was caused by Physical Damage reduce the Damage by three Rolls of your Magic Die.
	+ At Level 18, the Damage Reduction caused by this Enchantment increases to three rolls of your Magic Die. If the Damage was caused by Physical Damage reduce the Damage by four Rolls of your Magic Die.

#### Thunderous Rebuke

* The Wearer has resistance to Thunder damage while wearing an item with this Enchantment or having this enchantment placed upon them.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ The next time the Wearer is Damaged, reduce the Damage dealt against them by one roll of your Magic Die.
	+ If the Damage was caused by a Melee Attack, the Attacker is pushed 10ft away from the wearer of this Enchantment.
		- Characters which are more than one size category larger than the wearer of this Enchantment are not pushed by this effect.
* **Improved Enchantment:**
	+ At Level 9, the Damage Reduction caused by this Enchantment increases to two rolls of your Magic Die and an Attackers is instead pushed 15ft away from the wearer.
	+ At Level 18, the Damage Reduction caused by this Enchantment increases to three rolls of your Magic Die and an Attacker is instead pushed 30ft away from the wearer.

#### Blazing Rebuke

* The Wearer has Resistance to Fire damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ The next time the Wearer is Damaged, reduce the Damage dealt against them by one roll of your Magic Die.
	+ If the Damage was caused by a Melee Attack, the Attacker takes Fire Damage equal to the amount of Damage reduced by this Enchantment.
* **Improved Enchantment:**
	+ At Level 9, the Damage Reduction caused by this Enchantment increases to two rolls of your Magic Die.
	+ At Level 18, the Damage Reduction caused by this Enchantment increases to three rolls of your Magic Die.

#### Cold Rebuke

* The Wearer has resistance to Cold damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ The next time the Wearer is Damaged, reduce the damage dealt against them by one roll of your Magic Die.
	+ If this Damage was caused by a Melee Attack, the Next Attack made against the Attacker before the Start of the Attacker's Next Turn has Advantage.
* **Improved Enchantment:**
	+ At Level 9, the Damage Reduction caused by this Enchantment increases to two rolls of your Magic Die.
	+ At Level 18,the Damage Reduction caused by this Enchantment increases to three rolls of your Magic Die. Additionally a Character which is Hit by an Attack which benefited from the Advantage caused by this enchantment takes Cold Damage equal to one Roll of your Magic Die.

#### Shocking Rebuke

* The Wearer has resistance to Lightning damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ The next time the Wearer is Damaged, reduce the damage dealt against them by one roll of your Magic Die.
	+ If this Attack was a Melee Attack, the Attacker cannot take Reactions until the End of the Wearer's Next Turn.
* **Improved Enchantment:**
	+ At Level 9, the Damage Reduction caused by this Enchantment increases to two rolls of your Magic Die.
	+ At Level 18, the Damage Reduction caused by this Enchantment increases to three rolls of your Magic Die. Additionally, if the Damage Reduced by this Enchantment was caused by a Melee Attack, the Attacker takes Lightning Damage equal to one Roll of your Magic Die.

#### Acidic Rebuke

* The Wearer has resistance to Acid damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Bonus Action the Wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ The next time the Wearer is Damaged, reduce the damage dealt against them by one roll of your Magic Die.
	+ If this Damage was caused by a Ranged Attack, the Damage is reduced by three rolls of your Magic Die.
* **Improved Enchantment:**
	+ At Level 9, the Damage Reduction caused by this effect increases to two rolls of your Magic Die. If the Attack was a Ranged Attack, the Damage is reduced by four rolls of your Magic Die.
	+ At Level 18, if the Damage Reduced by this Enchantment was caused by a Melee Attack, the Attacker takes Acid Damage equal to two Rolls of your Magic Die.

#### Poisonous Rebuke

* The Wearer has resistance to Poison damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ The next time the Wearer is Damaged, reduce the damage dealt against them by one roll of your Magic Die.
	+ If the Damage was caused by a Melee Attack, the Attacker has Disadvantage on any remaining Attacks it makes until the Start of the Wearer's Next Turn.
* **Improved Enchantment:**
	+ At Level 9, the Damage Reduction caused by this effect increases to two rolls of your Magic Die.
	+ At Level 18, if the Damage Reduced by this Enchantment was caused by a Melee Attack, the Attacker takes Poison Damage equal to two Rolls of your Magic Die.

### Mobility Enchantments

* Requirement: A set of gloves, boots or a Character.

#### Tectonic Shift

* The Wearer has Advantage on Strength Saving Throws
* As a Bonus Action the Wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ When the Wearer activates this Enchantment, they may raise or lower a 5ft cube of Solid Ground (earth or unworked rock) within 30ft of them, or make that Area of Ground Difficult Terrain. They must be in contact with the Ground in order to use this feature. The maximum distance they may raise or lower an area of Ground in this way is 15ft.
* **Improved Enchantment:**
	+ At Level 9, when the Wearer activates this Enchantment, they gain a Burrowing Speed equal to their half their Movement Speed until the End of their Turn. If they end their Turn underground, they immediately move upwards to the nearest unoccupied area. They cannot move through worked stone or metal.
	+ At Level 18, when the Wearer activates this Enchantment, their Burrowing Speed lasts until the Start of their next Turn, whereupon they may reactivate the Enchantment as a Bonus Action to remain underground. If the Wearer is unable or unwilling to reactivate the Enchantment, they immediately move upwards to the nearest unoccupied area. They cannot move through worked stone or metal.

#### Thunderous Leap

* The wearer's long and high jump distances are both doubled. (see Advanced Rules for Movement on a Battlemap)
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ When the Wearer activates this Enchantment, they instantly Jump to a position within their maximum long or high Jump distance. This Jump does not expend their movement and does not provoke Attacks of Opportunity.
* **Improved Enchantment:**
	+ At Level 9, when the Wearer activates this Enchantment, they gain a Flying Speed equal to their Movement Speed until the End of their Turn. If they are in midair at the End of their turn, they safely descend a distance equal to their Movement Speed before they begin to fall.
	+ At Level 18, when the Wearer activates this Enchantment, they gain a Flying Speed equal to their Movement Speed until the Start of their next Turn, whereupon they may immediately use their Bonus Action to reactivate the Enchantment. If they are unable or unwilling to reactivate the Enchantment, they safely descend a distance equal to their Movement Speed before they begin to fall.

#### Heated Terrain

* You are able to walk on hot terrain, including hot sands, coals and lava, without taking Damage.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ The floor beneath the Wearer becomes superheated. Any Character which Ends it's Turn within 5ft of them and is in contact with the Ground takes Fire Damage equal to one roll of your Magic Die. The Wearer may ignore these effects.
* **Improved Enchantment:**
	+ At Level 9, when the Wearer activates this Enchantment, the Fire Damage caused to Characters is instead two rolls of your Magic Die. Additionally, when the Wearer activates this Enchantment they may choose to extend the Range of this effect to upto 10ft away from them.
	+ At Level 18, when the Wearer activates this enchantment they may choose to extend the Range of this effect upto 15ft away from them.

#### Icy Terrain

* The wearer is able to walk on the surface of deep snow without sinking into it. They may ignore the effects of Difficult Terrain caused by Ice or Snow. Additionally the Wearer may walk across the surface of liquids, freezing the surface of liquids their standing on to sufficient depth to support their weight.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ The floor within 5ft of the Wearer becomes covered in snow, transforming it into Difficult Terrain. If they are stood on a liquid, the surface of the liquid in this area freezes to sufficient depth to support the weight of Large Sized Characters. The snow remains until the Start of the Wearer's Next Turn, whereupon they may reactivate the Enchantment to maintain the effect.
		- The Wearer may ignore the effects of this Difficult Terrain.
* **Improved Enchantment:**
	+ At Level 9, the Wearer may choose to instead make the floor within 5ft of them Ice. This Ice is Difficult Terrain. If a Characters other than the Wearer Start's their Turn on this Difficult Terrain they must make a Dexterity Saving Throw against your Enchanter Save DC or fall Prone.
	+ At Level 18, when the enchantment is activated, the Wearer may choose for the Snow or Ice created by this effect to instead cover ground within 10ft of themselves.

#### Lightning Dash

* Attacks of Opportunity from made against the Wearer always have Disadvantage.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ When the Enchantment is activated, the Wearer moves up to 10ft in a straight line in any direction they choose. This Movement does not provoke Attacks of Opportunity, is unaffected by Difficult Terrain, and the Character may move through spaces occupied by other Characters of any size category. This feature does not expend the Character's usual movement.
* **Improved Enchantment:**
	+ At Level 9, when the Enchantment is activated, the Wearer may move up to 15ft in a straight line. Additionally they may move through spaces as narrow as 1 inch in diameter.
	+ At Level 18, when the Enchantment is activated, the Wearer may move up to 30ft in a straight line.

#### Slippery Acid

* The Wearer's movement is unaffected by Difficult Terrain, and they have Advantage on Checks to prevent the Grappled or Restrained Conditions.
* As a Bonus Action the wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ When the Enchantment is activated, the Wearer gains the benefits of the Disengage Action and their Movement Speed is increased by 10ft.
* **Improved Enchantment:**
	+ At Level 9, activating the Enchantment automatically ends the Grappled and Restrained Conditions on the Wearer. Additionally the Wearer's movement speed is increased by 15ft while the Enchantment is Active.
	+ At Level 18, when the Enchantment is activated, the Wearer's Movement Speed is instead increased by 30ft.

#### Sticky Poison

* The Wearer gains a Climbing Speed equal to their Movement Speed and they have Advantage on Checks to prevent themselves from Falling Prone or being Moved against their will.
* As a Bonus Action the Wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below benefits until the Start of their Next Turn.
	+ When the Enchantment is activated, the Wearer gains the ability adhere to walk along any hard surfaces. They may move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free. This effect lasts until the End of their Current Turn.
		- If they End their Turn in mid air or hanging from a ceiling or a vertical surface, they begin to fall.
* **Improved Enchantment:**
	+ At Level 9, the Sticky feature remains until the Start of the Character's next Turn, whereupon they may immediately reactivate the Enchantment using another Bonus Action. If they are unable or unwilling to reactivate the Enchantment, they immediately begin to fall.
	+ At Level 18, when the Enchantment is activated, the wearer cannot be knocked Prone or moved against their will. When the Enchantment ends, they may choose to remain stuck to a ceiling or vertical surface as long as they wish to, provided they do not move from that position.

### Utility Enchantments

#### Cloud Cloak

Requirement: A cloak, cape, coat or similar garment.

* The Wearer of this Enchantment may Cast the Minor Illusion Cantrip. Their Spellcasting Ability Modifier for this Spell is their Intelligence.
* The Wearer may add your Magic Die to Trickery Skill Checks made to remain unheard and unseen.
* As a Bonus Action the Wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below Reaction until the Start of their Next Turn.
	+ **Teleport Attack:** When a Character the Wearer can See makes an Attack against them, they may as a Reaction cause the Attack to Target another Character within 5ft of the Wearer.

**Improved Enchantment:**

* At Level 9, Teleport Attack may cause the Attack to Target a Character within 15ft of the Wearer.
* At Level 18, Teleport Attack may cause the Attack to Target a Character within 30ft of the Wearer.

#### Ghost Palm

Requirement: A set of gloves or gauntlets.

* The Wearer of this Enchantment may Cast the Mage Hand Cantrip. Their Spellcasting Ability Modifier for this Spell is their Intelligence.
* Additionally, the Wearer may add your Magic Die to Dexterity Skill Checks made using the Mage Hand.
* As a Bonus Action the Wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below Reaction until the Start of their Next Turn.
	+ **Mage Hand Deflection:** When a Character within 15ft of the Wearer is Hit by an Attack they can See, they may as a Reaction reduce the Attack's Result by one Roll of your Magic Die.

**Improved Enchantment:**

* At Level 9, Mage Hand Deflection may Target Characters up to 30ft away from the Wearer.
* At Level 18, Mage Hand Deflection may Target Characters up to 60ft away from the Wearer.

#### Glamourous Robes

Requirement: A set of clothes, robe or cloak.

* The Wearer of this Enchantment may Cast the Friends Cantrip. Their Spellcasting Ability Modifier for this Spell is their Intelligence.
* Additionally, the Wearer may add your Magic Die to Charisma Skill Checks made to impress or persuade other Characters.
* As a Bonus Action the Wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the below Reaction until the Start of their Next Turn.
	+ **Glamourous Defense:** When a Character within 5ft of the Wearer is makes an Attack against them, they may as a Reaction cause the Attacker to make a Charisma Saving Throw against your Enchanter Spell Save DC. On a Failed Saving Throw, the Attack automatically Misses and the Attacker is Charmed by the Wearer until the End of the Attacker's Turn.

**Improved Enchantment:**

* At Level 9, Glamourous Defense may Target Characters up to 30ft away from the Wearer.
* At Level 18, Glamourous Defense may Target Characters up to 120ft away from the Wearer.

#### Gauntlets of Might

Requirement: A set of gloves or gauntlets.

* The Wearer of this Enchantment may Cast the Thaumaturgy Cantrip. Their Spellcasting Ability Modifier for this Spell is their Intelligence.
* The Wearer may add one roll of your Magic Die to any Athletics Skill Check they make.
* As a Bonus Action the Wearer of this Enchantment can speak the Enchantment's Command Word to Activate the Enchantment, granting them the following ability until the Start of their Next Turn.
	+ **Mighty Blows:** When the Wearer Hits a Target with a Weapon Attack or Unarmed Strike which deals Bludgeoning Damage, the Target is pushed 5ft away from the Wearer. Targets which are more than one Size Category larger than the Wearer are unaffected by this feature.

**Improved Enchantment:**

* At Level 9, the Wearer counts as one Size Category larger for the purposes of interacting with Objects and determining their ability to perform physical actions against other Characters (e.g. Grappling, Shoving, using Weapon Techniques and the Mighty Blows Feature).
	+ Additionally Targets are pushed 10ft away from the Wearer by the Mighty Blows feature.
* At Level 18, the Wearer counts as two Size Categories larger for the purposes of interacting with Objects and determining their ability to perform physical actions against other Characters (e.g. Grappling, Shoving, using Weapon Techniques and the Mighty Blows Feature).
	+ Additionally Targets are pushed 15ft away from the Wearer by the Mighty Blows feature.

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode