Archetype - Enchanter

## Command Natural Magic with Words of Power

The Enchanter Archetype represents Characters who have learned to exert a degree of control over the magic of the nature which suffuses the world beyond most Spellcasters. Where other Spellcasters are granted magic, or learn to use it through careful study, the Enchanter has learned words of power that allow them to command magic.

They can be mighty sorcerers, witches, practitioners dark rituals, or crafters who have learned the secrets of binding magic. As Enchanters master their magic, they are able to imbue magic into more Objects and Characters, and the Enchantments they create become more potent. At the Zenith of their power, they are able to master Greater Words of Power that can create devastating magical effects.

### Recommended Ability Bonuses

* High Intelligence, Charisma or Focus
* Good Dexterity or Strength

### Alternate Names

* Historic and High Fantasy Settings: Witch
* Modern Settings: Enchanter
* Futuristic Setting: Technologist

## Level 0

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

### Skill

* You gain the Lore Skill
	+ If you already have this Skills, you gain another Skill of your choice.

### Weapon and Armor Training

* Trained in Simple Weapons.
* Trained in Light Armor.

### Saving Throw Skills

* Skilled in Dexterity Saving Throws
* Skilled in Charisma Saving Throws

### Cantrip

* You learn one Cantrip of your choice from the Natural Spell List.
* You may choose Intelligence, Charisma or Focus as your Spellcasting Ability for this Spell (your choice)

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 5 for each level of this Archetype you have.

### Additional Languages

* You learn two Languages of your choice.

### Power Word: Element

* As a Minor Action, you may command the Magic of Nature to imbue a Character within 10ft of you (including potentially yourself) by speaking the True Name of one of the following Elemental Damage Types: Acid, Cold, Fire, Lightning, Poison or Thunder.
* Until the Start of your Next Turn, they gain the following benefits
	+ They have Resistance to the chosen Damage Type
	+ Whenever they Hit a Target with an Attack, the Attack deals Additional Damage of the chosen Damage Type equal to one Roll of your Magic Die.
		- If the Attack is a Critical Hit, the Additional Damage is equal to Two Rolls of your Magic Die.

### 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 of a d12.

## Spellcasting

You have learned to command Natural Magic by learning the True Names of spirits and creatures from the Natural world.

All Spells you learn through this Archetype, or the Themes granted by this Archetype may be referred to as Enchanter Spells.

#### Cantrips

* Cantrips are a subset of Spells which you may cast without expending Mana or Pact Power..
* You learn one Cantrip of your choice from the Natural Spell List.
* You learn additional Natural Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Enchanter Archetype Features Table.
* You may replace one Cantrip of your choice with another from the Natural 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.

* Gaining this feature grants you a special resource called Pact Power.
* You begin with two uses of Pact Power when you gain this feature.
	+ When you gain the Additional Pact Power feature from this Archetype, another Archetype or another Feature, your uses of Pact Power increase by one. You cannot have more than 4 Pact Power.
* You regain all expended uses of Pact Power 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.
* You may expend a use of Pact Power to Cast a 1st Level Spell without expending Mana.
* When you gain the Improved Pact Power feature, the level of Spell you may Cast using Pact Power increases, as shown by the Pact Power Level column of the Enchanter Archetype features Table.
	+ Spells of lower Level Cast using Pact Power are Upcast to match the Level of your Pact Power.
	+ Expending Pact Power also allows you to forgo spending Mana on features other than Spellcasting which require Mana. The amount of Mana you may forgo expending on such features is equal to the Pact Power Level.
	+ Your Pact Power Level cannot be increased beyond 5.

#### **Spells known of 1st Level and Higher**

* You may know up to two Spells at a time, and you may choose these Spells from the Natural Spell list.
* The number of Spells you may know at any time increases as you gain levels in this Archetype.
* Whenever you gain the Additional Spell Known feature from this Archetype or another Archetype or feature, you may learn an additional Spell, and you may choose this Spell from the Natural Spell List.
	+ For New Players, we recommend that whenever you may learn an additional Spell, you learn a Spell of the highest Spell Level available to you (see Additional Spellcasting Rules for Enchanters).

#### Spellcasting Ability: Flexible

* You may choose their Spellcasting Ability from the following options: Intelligence, Charisma or Focus.
* Your magic comes from your either your understanding, your force of will over, or your attunement to Words of Power.
* You use this Ability Bonus whenever an Enchanter Spell refers to your Spellcasting Ability.
* In addition, you use this Bonus 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 Skill Bonus + your Intelligence, Charisma or Focus Bonus
	+ **Spell Attack Bonus**= your Skill Bonus + your Intelligence, Charisma or Focus Bonus
* You may change your choice of Spellcasting Ability 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 Mana or Pact Power.
	+ Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Additional Spellcasting Rules for Enchanters

##### Maximum Spell Level

* The maximum level of a Spell you may learn through this Archetype is equal to half your Spellcasting level rounded up, up to a maximum of 5th level, with the exception of Spells granted to you by the Greater Words of Power feature.

##### Changing Spells Known

* Whenever you level up, you may change any number of Spells learned through this Archetype for other Spells you may learn from the Arcane Spell List.
* These Natural Spells may be of any Spell Level available to you through this Archetype, but we recommend having a balanced number of Spells from each Level.

##### Spellcasting Focus: Weapons

* You may use a Spellcasting Focus whenever a costless material component is required to perform a Enchanter Spell.
* You may use any Weapon you are Skilled in 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

### Magical Bond

* You are considered Skilled or Trained using any Weapon or Armor which you have Enchanted.
* Additionally you may use your Spellcasting Ability Bonus for the Attack Roll and Damage Bonuses made using an Enchanted Weapon or your Unarmed Strikes.

### 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 Natural Tradition of Magic and the Enchantment School of Magic.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## 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.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

### Improved Pact Power

* The Level of your Pact Power increases by one

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Natural Spell List.
* The number of Spells you may know at a time increases by one.

## 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.

### Improved Pact Power

* The Level of your Pact Power increases by one

### Additional Enchantment and Spell Known

* The number of Enchantments you can maintain increases by one.
* The number of Spells you may know at a time increases by one.

### Quick Words

* Once per Turn, you may replace an Attack you make with either the Activation of an Enchantment or the Power Word: Element feature.

## Level 6

### Theme Improvement

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

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 7

### Additional Pact Power, Enchantment and Spell Known

* Your maximum uses of Pact Power increases by one.
* The number of Enchantments you can maintain increases by one.
* The number of Spells you may know at a time increases by one.

### Improved Pact Power

* The Level of your Pact Power increases by one

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Natural Spell List.
* The number of Spells you may know at a time increases by one.

## Level 9

### Improved Enchantments

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

### Improved Pact Power

* The Level of your Pact Power increases by one

### Additional Enchantment and Spell Known

* The number of Enchantments you can maintain increases by one.
* The number of Spells you may know at a time 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.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 11

### Additional Enchantment

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

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

* You learn one 6th Level Spell from the Natural Spell list of your Choice, or a 6th Level "Power Word" Spell if available. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 12

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 13

### Improved Magic Die

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

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

* You learn one 7th Level Spell from the Natural Spell list of your Choice, or a 7th Level "Power Word" Spell if available. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 14

### Theme Improvement

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

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 15

### Additional Pact Power, Enchantment and Spell Known

* Your maximum uses of Pact Power increases by one.
* The number of Enchantments you can maintain increases by one.
* The number of Spells you may know at a time increases by one.

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

* You learn one 8th Level Spell from the Natural Spell list of your Choice, or an 8th Level "Power Word" Spell such as Power Word Stun. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 16

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Natural Spell List.
* The number of Spells you may know at a time increases by one.

## Level 17

### Improved Magic Die

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

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

* You learn one 9th Level Spell from the Natural Spell list of your Choice or a 9th Level "Power Word" Spell such as Power Word Kill. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 18

### Improved Enchantments

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

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Enchantment

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

## Level 20

### Break Enchantment

* When you Cast a Spell of 5th Level or Less, instead of expending Mana or Pact Power 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

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## Enchantments

Enchantments represent ways in which Enchanters can temporarily apply magical effects to Characters or Objects. They typically appears as engravings, runes, symbols 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

Requirement: A Melee Weapon or a Character.

* 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 Minor 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 will strike the Target if given an opportunity to do so.
		- A Character cannot be affected by more than one instance of this effect.
	+ If 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

Requirement: A Weapon or a Character.

* 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 Minor 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

Requirement: A Weapon or a Character.

* 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 Minor 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

Requirement: A Weapon or a Character.

* 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 Minor 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 Bonus to the Damage caused. The Attack is still considered a Miss for the purposes of other effects 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

Requirement: A Weapon or a Character.

* 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 Minor 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

Requirement: A Weapon or a Character.

* 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 Minor 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 Endurance Saving Throws.

#### Magical Edge

Requirement: A Weapon or a Character.

* As a Minor 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 Damage caused by the or Unarmed Strikes ignore Resistances to Physical Damage types (Bludgeoning, Piercing and Slashing Damage).
* **Improved Enchantment**
	+ At Level 9, when the Enchantment is Activated, you may grant the Weapon or Unarmed Strikes of the Target 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, Attacks within the Weapon's long range no longer have Disadvantage. 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, and the Weapon ignores Immunities to Physical Damage Types (Bludgeoning, Piercing and Slashing Damage).

### Defensive Enchantments

#### Feather Armor

Requirement: A set of Heavy Armor

* The Armor no longer has a Strength prerequisite to be worn effectively, and Characters wearing this Armor may ignore restrictions specified by Ancestry or Archetype features relating to the wearing of this Armor.
* As a Minor 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.
	+ The Wearer's Jump Distance (Both Horizontal and Vertical) is Doubled.
	+ The next time the Wearer is Damaged, reduce the Damage dealt against them by one roll 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.

#### Defensive Transmutation

Requirement: A set of Armor or a Character

* The Wearer's Minimum Armor Class may be calculated as below:
	+ Armor Class = 10 + Wearer's Dexterity Bonus + Your Spellcasting Ability's Bonus
	+ 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 Minor 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

Requirement: A set of Armor, a Shield or a Character

* The Wearer has resistance to Thunder damage while wearing an item with this Enchantment or having this enchantment placed upon them.
* As a Minor 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

Requirement: A set of Armor, a Shield or a Character

* The Wearer has Resistance to Fire damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Minor 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

Requirement: A set of Armor, a Shield or a Character

* The Wearer has resistance to Cold damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Minor 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

Requirement: A set of Armor, a Shield or a Character

* The Wearer has resistance to Lightning damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Minor 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

Requirement: A set of Armor, a Shield or a Character

* The Wearer has resistance to Acid damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Minor 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

Requirement: A set of Armor, a Shield or a Character

* The Wearer has resistance to Poison damage while wearing an item with this enchantment or having this enchantment placed upon them.
* As a Minor 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

#### Tectonic Shift

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

* The Wearer has Advantage on Strength Saving Throws
* As a Minor 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 Minor 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

Requirement: A set boots or a Character.

* The wearer's long and high jump distances are both doubled. (see Advanced Rules for Movement on a Battlemap)
* As a Minor 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 Minor 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

Requirement: A set of boots or a Character.

* You are able to walk on hot terrain, including hot sands, coals and lava, without taking Damage.
* As a Minor 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

Requirement: A set of boots or a Character.

* 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 Minor 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

Requirement: A set of boots or a Character.

* Attacks of Opportunity from made against the Wearer always have Disadvantage.
* As a Minor 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

Requirement: A set of boots or a Character.

* The Wearer's movement is unaffected by Difficult Terrain, and they have Advantage on Checks to prevent the Grappled or Restrained Conditions.
* As a Minor 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

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

* 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 Minor 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 Minor 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 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 Minor 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 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 Minor 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 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 Minor 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 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 Minor 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

## Credit this Work

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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