Friday, June 27, 2025

UA: Enchanter

 We continue on with the last few subclasses of the new UA, being the Wizard subclasses from the 2014 PHB that didn't see a revision in the 2024 version. The Wizard, of course, along with the Cleric, were the two classes that in 2014 had more than three subclasses apiece, and so while most classes got additional subclasses in 2024, these two had their options pared down to achieve parity. The Wizard, of course, had been built around the 8 schools of magic, so it felt a little sad to only get half of those represented.

Enchanters, of course, focus on enchantment magic. This school is often associated with the Bard in particular, so I'm not surprised that it was among those cut. I also don't know that it was the most popular subclass either. But let's see how the revision looks.

Level 3:

Enchanting Talker allows you to add your Intelligence modifier (minimum of +1) to any Charisma check. You also gain proficiency in your choice of Deception, Intimidation, or Persuasion.

    Like a lot of similar features (often which let you add a different ability modifier to Intelligence checks,) this helps ensure that your Intelligence-based character is decent at being the party's face. While you're unlikely to out-talk a Bard with expertise in one of these skills, if your Charisma isn't a negative, you'll actually do as well if not better than a Warlock, Sorcerer, or Paladin, which is thematically on point.

Enchantment Savant works similarly to the other redesigned Savant spells, giving you a free Enchantment spell for your spellbook every time you get a new level of spell slot.

Vexing Moment lets you take both the Disengage and Dash action as a bonus action after you cast an Enchantment spell, using this feature a number of times equal to your Intelligence modifier per long rest (minimum 1).

    This is a nice "get the Wizard out of trouble" feature. While your Enchantment spell might be an attempt to charm that monster that's right up next to you, and thus would probably avoid opportunity attacks anyway, this will work whether or not they fail on their saving throw, and the Dash gives you a lot of extra movement. The limited uses I don't think will be too much of a problem - I don't imagine you're going to need this more than five times a day, and as a Wizard you probably have some other options to help you get out of trouble.

    Notably, this is a pretty big redesign. Hypnotic Gaze, a somewhat overcomplicated non-spell Charm Person effect with limited range is gone, and I think this is probably more broadly useful.

Level 6:

Reflecting Charm lets you use a reaction when a creature within 30 feet of you that you can see hits you with an attack to reduce the damage you take by half, and you can force the attacker to make a Wisdom saving throw. If they fail, they take Psychic damage equal to half your level plus your Intelligence modifier. You can use this once per long rest, but you can restore a use of it (no action required) by expending a 2nd level spell slot.

    The damage reduction here I think should be considered the more important part of this feature, and gives you something to use if Shield won't prevent the damage altogether. Damage-wise, if we assume we have a +4 to Intelligence by this level, we'll start off with 7 damage, and by level 20, if we're at +5, we're looking at 15 damage. Not enormous, but again, I think the damage we deal with this is secondary to the damage reduction.

    This replaces Instinctive Charm, which allowed you to potentially redirect an attack aimed at you at another foe. I think the old feature is cooler, but it's also less consistent and reliable, so this is probably better overall.

Level 10:

Split Enchantment will effectively upcast any enchantment spell that can be cast with a higher-level spell slot to target an additional creature.

    It's actually like a Sorcerer's new Twinned Spell, but it only works for Enchantment spells, though it is also always on and costs no resources. If we're focusing a lot on things like Charm Person, Hold Monster, and the like, this will get us some more power out of these, though of course only situationally.

Level 14:

Bolstering Belief gives you Power Word Fortify always prepared. You can also cast the spell once per long rest without expending a spell slot and each target has advantage on saving throws to avoid or end the charmed and frightened conditions while they have the Temp HP from this spell.

    Power Word Fortify can be really powerful (though it gets diluted if you spread it out between several party members). A free 7th level spell once a day? I really can't complain too much about that, to be honest.

    We lose Alter Memories from 2014, which allowed you to use charm spells more freely, because creatures were not aware you were trying to magically charm them, and put a minor Modify Memory effect on any enchantment spell that charmed them. I really like Alter Memories, especially for an intrigue-heavy campaign. The new feature, like so much of the 2024 revisions, becomes more broadly useful, but a little less distinctive.

Overall Thoughts:

I think there are some improvements here - I'm on the fence about the level 14 changes, but I think the subclass is a bit better now.

Do I think it'd compete with other Wizard subclasses, or just playing a Bard? Probably not. I don't think you'll be "bad" if you take this - frankly any Wizard is going to be pretty good regardless of subclass - but I think this would be near the bottom of my list of Wizard subclasses I'd be excited to play.

Speaking of Wizard subclasses I'd be excited to play: next we'll be looking at the Necromancer, the ultimate dark wizard, and a subclass whose absence from the 2024 PHB I understand, but was not happy about, and whose absence from the Horror subclasses UA can only be explained by them just doing all the wizard subclasses in this one.

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