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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="jgsugden" data-source="post: 7463657" data-attributes="member: 2629"><p>Gla to see you've caught on with Enchantment ... it is great. It and illusion are the most fun of the schools. </p><p></p><p>Instinctive charm is the most challenging abiliy to use well. I find that you need to plan to use it and then make sure you're using it against a creature that follows you closely within initiative. It can also be amazingly effective if your DM plys it up. My enchanter ICed a Hill Giant into attacking his fellow giant and they ended up battling each other while the PCs watched. We dismissed a tough challenge without using and limited resources.</p><p></p><p>I find that split dominates can be ridiculousy powerful. Against low wisdom save enemies, you can watch them roll saves all combat long and not make them. I also think that there are a few 1st level enchantments from other clsses that can be interesting to twin, such as Command, Hex and (although hard to get) Compelled Duel. </p><p></p><p>The Spell Modify Memories and the ability Alter Memories can also be insanely out of control for 'city' adventures. </p><p></p><p>However, DM's may need to consider one thing with enchanters: Alignment. People think of Necromancy as the evil school, but when you start playing with the ability to think.... there is some real evil that can be achieved with domination, suggestion, etc...</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7463657, member: 2629"] Gla to see you've caught on with Enchantment ... it is great. It and illusion are the most fun of the schools. Instinctive charm is the most challenging abiliy to use well. I find that you need to plan to use it and then make sure you're using it against a creature that follows you closely within initiative. It can also be amazingly effective if your DM plys it up. My enchanter ICed a Hill Giant into attacking his fellow giant and they ended up battling each other while the PCs watched. We dismissed a tough challenge without using and limited resources. I find that split dominates can be ridiculousy powerful. Against low wisdom save enemies, you can watch them roll saves all combat long and not make them. I also think that there are a few 1st level enchantments from other clsses that can be interesting to twin, such as Command, Hex and (although hard to get) Compelled Duel. The Spell Modify Memories and the ability Alter Memories can also be insanely out of control for 'city' adventures. However, DM's may need to consider one thing with enchanters: Alignment. People think of Necromancy as the evil school, but when you start playing with the ability to think.... there is some real evil that can be achieved with domination, suggestion, etc... [/QUOTE]
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