Check out the other parts of this build: Levels 1-4: th-cam.com/video/0E236P-c6Ns/w-d-xo.html Levels 5-10: th-cam.com/video/Ow8_iKCEGy0/w-d-xo.html See the final Build here: ddb.ac/characters/16225793/hmo3Cf
The level 14 ability really makes poison missions easier. With the cost of a cantrip and that ability, you can make someone happily drink poison and forget they drank it. If you can pass on a communicable disease this way, you can take out a village or town. It's one reason why I like animate dead for an evil enchanter. It's just so easy to get fresh corpses. Thanks, as always.
I know that it's super niche, but I feel it warrants vocalizing: Signature Spells aren't once per day, they actually once per short rest. So spells that you might want to use at the beginning of a fight, or are likely to use every fight, are better than back up spells. Just thought that should be brought up, on the incredibly low chance that it matters to someone's game.
I really loved the uniqueness of this class. Seeing some less used and free twinned enchantment spells, plus the awesomeness of hypnotic gaze is very cool to see. I thought you had great tactical approach in your spell selection and was a very good video to enjoy.
my goodness, I've never really liked creating a wizard because it was overwhelming with the amount of spells to choose from and then trying to figure out which one does the most damage. This made it so much easier and it seems so much more fun despite doing almost 0 dmg
I think this character will make a great villain for a campaign. I went with the single level of Cleric for my Enchanter for the higher defense when using Hypnotic Gaze. Have also been using the Flaming Sphere combo with Gaze.
Lucky feat is nice at 16th, but Warcaster would let you cast a hold monster as an Opportunity Attack and target two creatures to freeze them as a reaction.
Well it isn't too clear if you can use split enchantment to target two enemies with one opportunity attack with war caster. With war caster the spell has to target one enemy, split enchantment allows the spell to target multiple enemies, so it doesn't work with war caster.
This definitely feels like an underrated subclass, and I like how the abilities allow you to conserve your resources. Enchantment spells are more likely to he of the type that upcasting lets you increase the number of targets, but split enchantment lets you get the benefit of an upcast spell at the lower slot. The instinctive charm and hypnotic gaze abilities also are really flavorful and allow you to be effective without using your slots constantly. The fact that hypnotic gaze can incapacitate a foe respurce free makes it one of most usable lvl 2 features, aside from arcane ward, and sculpt spells. I also have really liked the idea of playing an enchanter as a vampire, in order to evoke the glamour type abilities. Tabaxi and lizardfolk can make good matches for some of the physical traits of vampires (with reflavoring), depending on source material.
Just an idea for an illusionist build Have them be an ellusive con-man Have them take two levels in trickery cleric as ot is thematic The rest should be 18 levels wizard Once you are high enough level gain a simulacrum Now have both of them cast mirror image and invoke duplicity Now have your duplicities cast mirror image There are now 16 of you
I'm basically doing this in AL ATM, except the rule that forced characters to rebuild to new season rules came out after the session i got the opportunity to take mithril plate (which wasn't useful to the OG build..) .. But now I started with a 2 level dip into fighter and you watch my lil enchanter girl Rockin her 20AC at level 8.
Feeblemind is brutal. Even though you get additional saving throws it’s only after a month passes and they do it with a considerably lower save then they had when they failed the initial saving throw.
Note with feeblemind that the second save in 30 days is done with an Int of 1. So they have -5 to the save. If they don't have proficiency, the highest DC save they could make is 15, so they won't ever succeed against your DC 18. They need to have proficiency in Int save with a proficiency bonus of 3 or higher to even stand a chance of shaking off the feeblemind independently.
Spell Mastery reminder: you don't need to choose only 2. PHB: "After 8 hours of study, you can change your spells out." So you can switch which 1st or 2nd level spells as cantrips whenever you want.
Great vid but I do have a quibble regarding your 17th level suggestion. Foresight and power word kill. So foresight has a 8hr duration so it's the kind of spell you cast at the beginning of a adventuring day. If that is your go to 9th level spell than I would pick another utility type spell to go with it. Something like gate.
Carmine, a wizard NPC in my homebrew game, is now an enchanter! A head of the thieves guild, his grift is using his charm spells to force people to do things he can then blackmail them for. He is... not nice.
I like taking another option apart from shield for spell mastery. My favorite option is probably longstrider since if your party have better movement than the enemy you can sometimes choose to take an opportunity attack instead of their multiattack and being faster makes it easier to get away from a bad situation. That being said tasha's is very fitting for an enchanter.
Minor correction: when charm effects end, the creature is aware that it was charmed, but is not necessarily hostile (though that's certainly likely). Only friends explicitly causes the creature to become hostile afterward.
Also, only some spells that charm a creature say the creature is aware it was charmed. For example a creature affected by Hypnotic Pattern doesn't become aware it was charmed explicitly in text, and neither does a creature affected by the Hypnotic Gaze feature
The one thing I would strongly disagree on is not taking Suggestion. I know the chosen race gets it as a Cha cast, but even then I'd take it for the twinning effect (which it doesn't get as a Cha cast). I'd also be DEEPLY torn between Misty Step and Suggestion as my second level Spell Mastery spell. IF I did end up going for Suggestion over Misty Step, then fairly obviously I think I'd go for Shield as my first level option, and wouldn't even have Tasha's as a prepared spell. I'd also be sure to pick up Charm Person at some point, not until after the 14th level subclass ability, but, from that point, it just becomes a hugely powerful social interaction spell for an insanely cheap cost. Detect Thoughts and Modify Memory very much fit the theme, and create, again, very strong social possibilities, though I can see why you might get away with using charms and dominates to cover that sort of thing. (Personally I might forgo Phantom Steed, Contact Other Plane, Soul Cage, and possibly *gasp* Polymorph (just not 'that' type of wizard), to take those additional more 'enchantery' spells, Dispel Magic is the one other spell I would feel mildly uncomfortable when I realise I don't have it, but that really is starting to nit pick).
In writing this and reading the effect over again, the 14 level actually has no effect on friend cantrip at all :( Your higher than normal charisma helps this feature out as well with other spells.
Hey treantmonk, love your videos and love this guide. Just have a quick question about metagaming. In the 5-10 video you said it was bad player behavior to use instinctive charm when you get crit, if you weren't going to use it anyway. But in this video you recommend using maze against creatures with legendary resistance. Those seem conceptually the same to me, your player knows the creature has legendary resistance but as a character you don't. Just wondering what you are using as a barometer for those things. This isn't a criticism I'm just curious.
Hey Chris, Love all your videos about wizards! I've been a fan of your wizard guide since even before you started using video format. I'm interested in playing a versatile generalist wizard (with 1 level cleric dip) and I really like the UA invention wizard's level 10 ability "Prodigious Inspiration" that let's you swap a prepared spell every short rest which sounds awesome and really improves the value of situational spells that wizards are unlikely to prepare. Though the rest of the class features seem pretty bad to me so I wanted to ask you whether you think that ability alone is good enough to pick it over War Magic wizard? Thanks. Also it's a shame that the lore wizard's original concept of a true generalist seems to be abandoned, would love to see a new subclass with a wider spell selection in the future.
Hey, Chris. The other day I had an issue at my table about the ruling of Contingency + Dimension Door. The text in Contingency says that the contingent spell need to be able to target yourself (the Caster). However, the target of the Dimension Door spell is technically a point within range, not yourself like the Misty Step spell. So the thought was Dimension Door might be an invalid choice for a contingent spell. I was wondering if we've been interpreting the spells correctly?
Wanting to build an enchanter, I watched all of your videos. Overall I liked this build. I disagree with the toughness feat at the end. Buy that time I should have some defensive items. I would take magic Initiate warlock . Hex being a charm spell that's movable, being twinned, and use by your duplicate as well giving disadvantage to Wisdom and intelligence on two creatures, saves, or four creatures with this spell would be so powerful. With most enchantment spells having Intelligence or wisdom save. I would chose two creatures with two disadvantage. That would be my choice.
Check out the other parts of this build:
Levels 1-4: th-cam.com/video/0E236P-c6Ns/w-d-xo.html
Levels 5-10: th-cam.com/video/Ow8_iKCEGy0/w-d-xo.html
See the final Build here: ddb.ac/characters/16225793/hmo3Cf
Summary
1: Yuan-ti Pureblood. Wizard 1: Arcana, Insight, Friends, Chill Touch, Minor Illusion, Mage Armor*, Shield*, Sleep*, Absorb Elements*, Find Familiar, Comprehend Languages. SA 8/14/13/15/10/12. Criminal: Deception, Stealth. Dagger, Arcane Focus, Explorer’s pack.
2: Wizard 2: Enchanter, Detect Magic, Tasha’s Hideous Laughter*
3: Wizard 3: Misty Step*, Web*, Sleep(*)
4: Wizard 4: Resilient Constitution, Frostbite, Mirror Image*, Flaming Sphere*, Tasha’s Hideous Laughter(*)
5: Wizard 5: Sleet Storm*, Slow*, Web(*)
6: Wizard 6: Counter spell*, Leomumd’s Tiny Hut
7: Wizard 7: Polymorph*, Otiluke’s Resilient Sphere*, Flaming Sphere(*)
8: Wizard 8: ASI INT x2, Charm Monster*, Dimension Door*
9: Wizard 9: Wall of Force*, Synaptic Static*, Charm Monster(*)
10: Wizard 10: Prestidigitation, Hold Monster*,
Tasha’s Hideous Laughter(*), Polymorph(*)
12: Wizard 12: ASI INT x2, Contingency, Otto’s Irresistible Dance*, Magic Jar*, Soul Cages*
14 Wizard 14, Simulacrum, Force Cage*, Crown of Stars*, Teleport*, ORS(*)
16 Wizard 16, Lucky, Feeblemind*, Dominate Monster*, Mind Blank*, Maze*, Slow(*), Magic Jar(*)
18 Wizard 18, Spell Mastery: Tasha’s Hideous Laughter. Wish, True Polymorph, Foresight*, Power word kill*.
20 Wizard 20, Tough, Signature Spells: Counterspell Slow, Mass Suggestion*, Contact other plane, Water breathing, Phantom Steed. Synaptic Static*
The level 14 ability really makes poison missions easier. With the cost of a cantrip and that ability, you can make someone happily drink poison and forget they drank it.
If you can pass on a communicable disease this way, you can take out a village or town. It's one reason why I like animate dead for an evil enchanter. It's just so easy to get fresh corpses.
Thanks, as always.
I know that it's super niche, but I feel it warrants vocalizing:
Signature Spells aren't once per day, they actually once per short rest. So spells that you might want to use at the beginning of a fight, or are likely to use every fight, are better than back up spells.
Just thought that should be brought up, on the incredibly low chance that it matters to someone's game.
I like to use Otto's Irresistible Dance to strip Legendary Resistances.
I really loved the uniqueness of this class. Seeing some less used and free twinned enchantment spells, plus the awesomeness of hypnotic gaze is very cool to see. I thought you had great tactical approach in your spell selection and was a very good video to enjoy.
my goodness, I've never really liked creating a wizard because it was overwhelming with the amount of spells to choose from and then trying to figure out which one does the most damage. This made it so much easier and it seems so much more fun despite doing almost 0 dmg
I think this character will make a great villain for a campaign. I went with the single level of Cleric for my Enchanter for the higher defense when using Hypnotic Gaze. Have also been using the Flaming Sphere combo with Gaze.
Lucky feat is nice at 16th, but Warcaster would let you cast a hold monster as an Opportunity Attack and target two creatures to freeze them as a reaction.
Well it isn't too clear if you can use split enchantment to target two enemies with one opportunity attack with war caster.
With war caster the spell has to target one enemy, split enchantment allows the spell to target multiple enemies, so it doesn't work with war caster.
This definitely feels like an underrated subclass, and I like how the abilities allow you to conserve your resources. Enchantment spells are more likely to he of the type that upcasting lets you increase the number of targets, but split enchantment lets you get the benefit of an upcast spell at the lower slot. The instinctive charm and hypnotic gaze abilities also are really flavorful and allow you to be effective without using your slots constantly. The fact that hypnotic gaze can incapacitate a foe respurce free makes it one of most usable lvl 2 features, aside from arcane ward, and sculpt spells.
I also have really liked the idea of playing an enchanter as a vampire, in order to evoke the glamour type abilities. Tabaxi and lizardfolk can make good matches for some of the physical traits of vampires (with reflavoring), depending on source material.
Just an idea for an illusionist build
Have them be an ellusive con-man
Have them take two levels in trickery cleric as ot is thematic
The rest should be 18 levels wizard
Once you are high enough level gain a simulacrum
Now have both of them cast mirror image and invoke duplicity
Now have your duplicities cast mirror image
There are now 16 of you
Party of 4 illusionist trickery wizard-clerics
BBEG's face when 64 20th level adventurers stroll up on his fortress
I'm basically doing this in AL ATM, except the rule that forced characters to rebuild to new season rules came out after the session i got the opportunity to take mithril plate (which wasn't useful to the OG build..)
.. But now I started with a 2 level dip into fighter and you watch my lil enchanter girl Rockin her 20AC at level 8.
Feeblemind is brutal. Even though you get additional saving throws it’s only after a month passes and they do it with a considerably lower save then they had when they failed the initial saving throw.
Note with feeblemind that the second save in 30 days is done with an Int of 1. So they have -5 to the save. If they don't have proficiency, the highest DC save they could make is 15, so they won't ever succeed against your DC 18. They need to have proficiency in Int save with a proficiency bonus of 3 or higher to even stand a chance of shaking off the feeblemind independently.
Spell Mastery reminder: you don't need to choose only 2. PHB: "After 8 hours of study, you can change your spells out." So you can switch which 1st or 2nd level spells as cantrips whenever you want.
Commenting to add to the algorithm for visibility
Ah, the almighty algorithm
Great vid but I do have a quibble regarding your 17th level suggestion. Foresight and power word kill. So foresight has a 8hr duration so it's the kind of spell you cast at the beginning of a adventuring day. If that is your go to 9th level spell than I would pick another utility type spell to go with it. Something like gate.
Carmine, a wizard NPC in my homebrew game, is now an enchanter! A head of the thieves guild, his grift is using his charm spells to force people to do things he can then blackmail them for. He is... not nice.
I like taking another option apart from shield for spell mastery. My favorite option is probably longstrider since if your party have better movement than the enemy you can sometimes choose to take an opportunity attack instead of their multiattack and being faster makes it easier to get away from a bad situation. That being said tasha's is very fitting for an enchanter.
Minor correction: when charm effects end, the creature is aware that it was charmed, but is not necessarily hostile (though that's certainly likely). Only friends explicitly causes the creature to become hostile afterward.
Also, only some spells that charm a creature say the creature is aware it was charmed. For example a creature affected by Hypnotic Pattern doesn't become aware it was charmed explicitly in text, and neither does a creature affected by the Hypnotic Gaze feature
You are The God Wizard Treant....thanks for sharing your knowledge
I missed some Illusion spells in this build, great in conjunction with the charming. Otherwise love it.
The one thing I would strongly disagree on is not taking Suggestion. I know the chosen race gets it as a Cha cast, but even then I'd take it for the twinning effect (which it doesn't get as a Cha cast). I'd also be DEEPLY torn between Misty Step and Suggestion as my second level Spell Mastery spell. IF I did end up going for Suggestion over Misty Step, then fairly obviously I think I'd go for Shield as my first level option, and wouldn't even have Tasha's as a prepared spell. I'd also be sure to pick up Charm Person at some point, not until after the 14th level subclass ability, but, from that point, it just becomes a hugely powerful social interaction spell for an insanely cheap cost. Detect Thoughts and Modify Memory very much fit the theme, and create, again, very strong social possibilities, though I can see why you might get away with using charms and dominates to cover that sort of thing. (Personally I might forgo Phantom Steed, Contact Other Plane, Soul Cage, and possibly *gasp* Polymorph (just not 'that' type of wizard), to take those additional more 'enchantery' spells, Dispel Magic is the one other spell I would feel mildly uncomfortable when I realise I don't have it, but that really is starting to nit pick).
Suggestion is a must at 18th level, way more use than Misty Step (which you can memorize). But Suggestion at will is insane.
Especially since you can Split Enchantment on it.
Spell Mastery: Tasha’s Hideous Laughter or Tasha’s Mind Whip
In writing this and reading the effect over again, the 14 level actually has no effect on friend cantrip at all :(
Your higher than normal charisma helps this feature out as well with other spells.
Hey treantmonk, love your videos and love this guide. Just have a quick question about metagaming. In the 5-10 video you said it was bad player behavior to use instinctive charm when you get crit, if you weren't going to use it anyway. But in this video you recommend using maze against creatures with legendary resistance. Those seem conceptually the same to me, your player knows the creature has legendary resistance but as a character you don't. Just wondering what you are using as a barometer for those things. This isn't a criticism I'm just curious.
Hey Chris, Love all your videos about wizards! I've been a fan of your wizard guide since even before you started using video format. I'm interested in playing a versatile generalist wizard (with 1 level cleric dip) and I really like the UA invention wizard's level 10 ability "Prodigious Inspiration" that let's you swap a prepared spell every short rest which sounds awesome and really improves the value of situational spells that wizards are unlikely to prepare. Though the rest of the class features seem pretty bad to me so I wanted to ask you whether you think that ability alone is good enough to pick it over War Magic wizard? Thanks. Also it's a shame that the lore wizard's original concept of a true generalist seems to be abandoned, would love to see a new subclass with a wider spell selection in the future.
Forgot to mention, I also enjoy your non-wizard builds as well. Please keep making awesome content! :)
Thank you, I haven't looked over UA content, so I can't really answer the question. Certainly among the official content, War Mage is the generalist.
@@TreantmonksTemple Alright, no worries! Appreciate the reply.
If a party of enchanter wizards is fighting 16 demiches they could all twin power word kill with their simulacrum to kill all the demiliches
Hey, Chris. The other day I had an issue at my table about the ruling of Contingency + Dimension Door.
The text in Contingency says that the contingent spell need to be able to target yourself (the Caster). However, the target of the Dimension Door spell is technically a point within range, not yourself like the Misty Step spell. So the thought was Dimension Door might be an invalid choice for a contingent spell.
I was wondering if we've been interpreting the spells correctly?
Necromancer next pls
Wanting to build an enchanter, I watched all of your videos. Overall I liked this build. I disagree with the toughness feat at the end. Buy that time I should have some defensive items. I would take magic Initiate warlock . Hex being a charm spell that's movable, being twinned, and use by your duplicate as well giving disadvantage to Wisdom and intelligence on two creatures, saves, or four creatures with this spell would be so powerful. With most enchantment spells having Intelligence or wisdom save. I would chose two creatures with two disadvantage. That would be my choice.