Enchanter

Spellcaster with an emphasis on combat.

LevelBase Attack BonusActions per turnReflex SaveFortitude SaveWill SaveSpecial
112021Spells
222132HP Buff
332143
442254Spellblade, Damage Reduction (Wis Mod)
552255Buff Extension
652365
752365
862476Bonus Feat
962476
1062576Prestige Class: Master Enchanter or Mystic Knight
1173587
1273687
1373687Bonus Feat
1483798
1583798
1683898
17939109
18939109
19103101010Bonus Feat
20103101010
Hit Die: 2d4

Skills: 2 + int mod (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Arcana, History, Investigation, Nature, Religion, Piloting, Animal Handling, Insight, Medicine, Perception, Survival, Intimidation, and Persuasion

Weapon Proficiencies: Choose 1

Special

Spells: Enchanters gain the ability to cast level 0 and level 1 spells at level 1, and may cast an additional level spell every 2 levels after that. See below for details.

Player LevelSpell Levels Known   Player LevelSpells Levels Known
10, 18
295
3210
4116
5312
6137
7414
158

Enchanters may memorize up to wis mod+level spells to cast from memory, and they may cast the same amount of spells each day. It requires a full rest to change these out with spells you have written down. You may cast other spells, however, you must read off of scrolls or a spellbook. You may not cast spells while wearing Medium or heavy armor.

HP Buff: Gain 10 Max HP.

Spellblade: Spells that target weapons that you hold last until dismissed or you let go of the weapon.

Damage Reduction (Wis Mod): Gain Damage reduction equal to your wisdom modifier.

Buff Extension: Buffs you cast on friendly teammates last 10 times as long.

Bonus Feat: Gain a bonus feat.

Prestige Class: Master Enchanter or Mystic Knight

Choose one:

Master Enchanter: Enchanted Weapons gain +2 on attack and +2 on damage.

Spells that target weapons don’t count toward your spells per day.

Gain +5 to Craft.

Mystic Knight: Gain the ability to cast spells when wearing armor

Enchanted armor gets +1 to AC.

Gain +2 to hit.