Channel of Enchantment

Imposes disadvantage on one target's save against Enchantment spells, redirects attacks, hides that a creature was Charmed, casts Suggestion for free and charms a crowd at 18th level.

Identity

The Channel of Enchantment is the Riftcraft Tradition that changes what somebody wants. Its spells range from an untraceable suggestion to a hold that stops a body mid-stride, and each of them is regulated somewhere and unenforceable in practice. The tradition attracts negotiators and interrogators, and a steady supply of people who should not have been admitted. Enchanters who intend to keep working develop a documented practice about consent early.

Features

  • L3 Enchantment Training

    You gain proficiency in the Persuasion skill if you do not already have it. When you copy an Enchantment spell into your Spellbook, the cost is halved. When you cast an Enchantment spell that forces a saving throw, you can choose one target to make that save with disadvantage. You can do this a number of times equal to your proficiency bonus per short rest. The Hush, Charm Person, Sleep, and Hold Person spells are always prepared for you and do not count against your prepared spell limit.

  • L7 Redirection

    When a creature you can see within 30 feet makes an attack roll against you, you can use your reaction to force it to make a Wisdom saving throw against your spell save DC. On a failure, it must choose a different target within the attack's range, and the attack is wasted if there is no other target. A creature that succeeds on the save is immune to this feature for 24 hours.

  • L11 Hidden Charm

    When a Charmed condition you caused ends, the creature does not realize it was Charmed and remembers the period as its own decisions. Your Enchantment spells also affect creatures that are immune to being Charmed, but those creatures have advantage on the saving throw.

  • L15 Free Suggestion

    You can cast Suggestion once per short rest without expending a spell slot. Any Enchantment spell you cast with a duration of 1 minute or longer has its duration doubled.

  • L18 Mass Charm Capstone

    Once per long rest, you can use an action to force every creature of your choice within 30 feet that can see or hear you to make a Wisdom saving throw against your spell save DC. On a failure, a creature is Charmed by you for 1 minute, treats you as a trusted friend, and follows your spoken instructions unless they are obviously self-destructive. A creature repeats the save whenever it takes damage from you or an ally. A creature that succeeds is unaffected and knows exactly what you attempted.