Compeller

Subclase de Wizard

Compeller by Niall Keegan p. 2 (Homebrew)

Nivel
3

Descripción

Charm the Scales Off a Snake

As a Compeller you specialize in Enchantment magic, a school focused on spells that captivate and control.

"If a Compeller is distrusted," it is often said, "they must not be very good at it!" Then the Compeller smiles, and everyone laughs and lowers their weapons.

Rasgos

Enchantment Savant Nivel 3

Choose two Wizard spells from the Enchantment school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Enchantment school to your spellbook for free. The chosen spell must be of a level for which you have spell slots. Lastly, any non-Enchantment Wizard spell can be treated as an Enchantment spell for you if it imposes a Wisdom saving throw on a creature when cast.

Dazzle Nivel 3

As a Bonus Action, you flick a tangled thread of Enchantment magic at one creature you can see within 60 feet, briefly muddling its instincts. The target subtracts 1d4 from the result of the next saving throw it makes before the end of your next turn; or it subtracts 1d6 if that saving throw is made to resist the effects of an Enchantment spell. A creature can only be affected by one use of Dazzle at a time. You can use this feature a number of times per day equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you complete a Long Rest.

Slip of the Mind Nivel 6

When your Concentration on a spell ends, you can take a Reaction to force creatures Charmed by that spell to each make a Wisdom saving throw against your spell save DC. On a failure, the creature does not remember that you cast the spell; on a success, the spell ends normally for them.

Mental Barricade Nivel 6

Whenever you make a Wisdom saving throw, you can add your Intelligence modifier to the result.

Compelling Weave Nivel 10

When a creature makes an Intelligence, Wisdom, or Charisma saving throw at the end of its turn to end an ongoing effect of one of your spells, it makes the roll with Disadvantage.

All-Charmer Nivel 14

Your spells ignore creatures' Immunity to the Charmed condition; instead, creatures with Immunity to the Charmed condition have Advantage on saving throws against being Charmed by your spells.