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choose one of the following benefits, which lasts until On a successful save, you can’t use this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a long rest.
You can’t use the feature again until you finish a rest. You must choose to use this feature before knowing
Darkvision. You gain darkvision out to a range of 60 whether the attack hits or m isses. Creatures that can’t
feet, as described in chapter 8. be charm ed are immune to this effect.
Ethereal Sight. You can see into the Ethereal Plane
within 60 feet of you. S p l i t E n c h a n t m e n t
Greater Comprehension. You can read any language. Starting at 10th level, when you cast an enchantment
See Invisibility. You can see invisible creatures and spell of 1st level or higher that targets only one creature,
objects within 10 feet of you that are within line of sight. you can have it target a second creature.
G r e a t e r P o r t e n t A l t e r M e m o r i e s
Starting at 14th level, the visions in your dreams At 14th level, you gain the ability to make a creature
intensify and paint a m ore accurate picture in your mind unaware of your magical influence on it. W hen you cast
of what is to com e. You roll three d20s for your Portent an enchantment spell to charm one or m ore creatures,
feature, rather than two. you can alter one creature’s understanding so that it
remains unaware of being charmed.
S c h o o l o f E n c h a n t m e n t Additionally, once before the spell expires, you can
use your action to try to make the chosen creature
As a m em ber of the School of Enchantment, you have
forget som e of the time it spent charmed. The creature
honed your ability to magically entrance and beguile
must succeed on an Intelligence saving throw against
other people and monsters. Som e enchanters are
your wizard spell save DC or lose a number of hours
peacem akers w ho bewitch the violent to lay down their
of its m em ories equal to 1 + your Charisma modifier
arms and charm the cruel into showing mercy. Others
(minimum 1). You can make the creature forget less
are tyrants w ho magically bind the unwilling into their
time, and the amount of time can’t exceed the duration
service. Most enchanters fall som ewhere in between.
of your enchantment spell.
E n c h a n t m e n t Sa v a n t
S c h o o l o f E v o c a t i o n
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an enchantment You focus your study on magic that creates powerful
spell into your spellbook is halved. elemental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
H y p n o t i c G a z e Som e evokers find employment in military forces,
Starting at 2nd level when you choose this school, your serving as artillery to blast enemy armies from afar.
soft w ords and enchanting gaze can magically enthrall Others use their spectacular power to protect the weak,
another creature. As an action, choose one creature that while som e seek their own gain as bandits, adventurers,
you can see within 5 feet of you. If the target can see or or aspiring tyrants.
hear you, it must succeed on a W isdom saving throw
against your wizard spell save DC or be charm ed by you E v o c a t i o n Sa v a n t
until the end of your next turn. The charm ed creature’s Beginning when you select this school at 2nd level, the
speed drops to 0, and the creature is incapacitated and gold and time you must spend to copy an evocation spell
visibly dazed. into your spellbook is halved.
On subsequent turns, you can use your action to
maintain this effect, extending its duration until the S c u l p t S p e l l s
end of your next turn. However, the effect ends if you Beginning at 2nd level, you can create pockets of
move m ore than 5 feet away from the creature, if the relative safety within the effects of your evocation spells.
creature can neither see nor hear you, or if the creature W hen you cast an evocation spell that affects other
takes damage. creatures that you can see, you can choose a number
Once the effect ends, or if the creature succeeds on its of them equal to 1 + the spell’s level. The chosen
initial saving throw against this effect, you can’t use this creatures automatically succeed on their saving throws
feature on that creature again until you finish a long rest. against the spell, and they take no damage if they would
normally take half damage on a successful save.
I n s t i n c t i v e C h a r m
Beginning at 6th level, when a creature you can see P o t e n t C a n t r i p
within 30 feet of you makes an attack roll against Starting at 6th level, your damaging cantrips affect
you, you can use your reaction to divert the attack, even creatures that avoid the brunt of the effect. W hen
provided that another creature is within the attack’s a creature succeeds on a saving throw against your
range. The attacker must make a W isdom saving throw cantrip, the creature takes half the cantrip’s damage (if
against your wizard spell save DC. On a failed save, any) but suffers no additional effect from the cantrip.
the attacker must target the creature that is closest
E m p o w e r e d E v o c a t i o n
to it, not including you or itself. If multiple creatures
Beginning at 10th level, you can add your Intelligence
are closest, the attacker chooses which one to target.
m odifier to the damage roll of any wizard evocation
spell you cast.

