School of Circean Enchantment
Subclase de Wizard
Old World's Might - Subclasses from Old Europe p. 67 (Homebrew)
- Nivel
- 3
Descripción
Enthrall the others with charming magic
"And I will tell you of all the wicked witchcraft that Circe will try to practice upon you. She will mix a mess for you to drink, and she will drug the meal with which she makes it" — Homer, Odyssey X
Theme: Inspired by the sorceress Circe from The Odyssey, this subclass focuses on enchanting, transforming, and manipulating others, blending charm and transmutation magic.
Playstyle: Circean Enchanters are masters of control, turning enemies into allies and reshaping their forms.
Circe is known for her role in Homer's Odyssey when Odysseus visits her island of Aeaea on the way back from the Trojan War. Circe had a vast knowledge of potions and herbs. Through the use of these and a magic wand or staff, she transformed her enemies, or those who offended her, into animals.
Rasgos
Enchanting Voice Nivel 3
You learn the Charm Person spell and you can cast it without expending a spell slot once per Long Rest. When you cast the Charm Person spell, you can target an additional creature.
Will of the Sorceress Nivel 3
When you cast a spell of the enchantment school that targets a creature, you can force that creature to have Disadvantage on the saving throw. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Transmutation's Touch Nivel 6
You learn the Polymorph spell, but it doesn't count against your spells prepared. You can cast it once without expending a spell slot once per Long Rest.
Beguile and Transform Nivel 10
Your spells ignore Immunity to the Charmed condition. Your spells can also change the shape of creatures whose form is usually immutable, such as Constructs.
Circe's Dominion Nivel 14
As a Magic Action, you target a creature you can see within 30 feet of you. The creature must make a Wisdom saving throw against your spell save DC. On a failure, the creature is transformed into a harmless beast (CR 0) for to 1 minute. The creature retains its alignment and personality but is unable to act against you. Once you use this feature, you can't use it again until you finish a Long Rest.