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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.
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