THE ENCHANTRESS
Enchantresses specialize in charm, manipulation, and deception through skill,
magic, and personality. They wield love and hate and tranquility and fear like
limbs.
Enchantresses are often human, half-elven, or elven. Dwarven and half-orc
enchantresses are quite rare.

GAME RULE INFORMATION
Enchantresses (Enc), or enchanters, have the following game statistics.
Abilities: Intelligence is of primary importance to enchantresses, as it
dictates their power as spellcasters. Charisma also influences many enchantress
class skills.
Base Attack Bonus: Low (as a wizard)
Hit Die: d4
Saves: High Will
Alignment: Any
Starting Age: As a wizard
Starting Gold: 3d4 x 10gp
Favored Class: Enchantress is a favored class for Humans and Half-Elves.
CLASS SKILLS
The enchantress’s class skills are Bluff (Cha), Concentration (Con), Diplomacy
(Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Innuendo
(Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Perform (Cha), Profession
(Wis), Scry (Int), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 4 + Intelligence modifier
CLASS FEATURES
All of the following are class features of the enchantress.
Weapons and Armor Proficiency: Enchantresses are skilled with the club,
crossbow (heavy and light), dagger, and quarterstaff. They are not proficient
with any type of armor or with shields.
1 Familiar, Spellcasting
2 Enchanting
3
4
5 Charm (1/day)
6
7
8 Enchanting
9
10 Charm (2/day)
11
12
13
14 Enchanting
15 Charm (3/day)
16
17
18
19
20 Charm (4/day), Enchanting
Familiar: The enchantress can obtain a familiar in the same manner as a
wizard.
Spellcasting [PHB/Web Version]: The enchantress casts arcane spells as a
wizard, using her Intelligence score to determine maximum spell level,
Difficulty Class, and bonus spells. However, she cast one additional spell per
day per level from the list below; she can only learn spells from the following
list:
Spell Notes: When casting any spell with a Divine
Focus, the enchantress can use substitute a precious gem worth no less than
10gp per level of the spell (25gp). The enchantress can enhance or alter her
Spellcasting with the Charming, Dreamweaving, Glamerous, Id Manipulation,
Irresistible, Phantasmic, and Voice of Influence feats.
Spellcasting [Full Version]: The enchantress casts arcane spells as a
wizard, using her Intelligence score to determine maximum spell level,
Difficulty Class, and bonus spells. However, she cast one additional spell per
day per level from the list below; she can only learn spells from the following
list:
Spell Notes: When casting any spell with a Divine Focus
or Dragon Magic component, the enchantress can substitute a precious gem worth
no less than 10gp per level of the spell (25gp); such spells have a minimum
casting time of 1 full round. The enchantress can enhance or alter her
Spellcasting with the Charming, Dreamweaving, Glamerous, Id Manipulation,
Irresistible, Phantasmic, and Voice of Influence feats. A list of each spell’s
source is at the end of this post.
Enchanting (2nd/8th/14th/20th level): The enchantress is adept at
seduction, deception, and charm. At the indicated levels, she selects one of
the following feats: Alluring, Arcane Defense (Enchantment), Artist,
Bullheaded, Charlatan, Charm a Crowd, Cosmopolitan, Courteous Magocracy,
Cupid’s Brew, Discipline, Dreamweaving, Empathic, Eschew Materials, Extra
Charm, Fearless, Feign Weakness, Feinting Expertise, Glamerous, Greater Charm,
Greater Spell Focus (Enchantment), Greater Spell Penetration, Grim Visage, Id Manipulation,
Improved Feint, Intrepid, Iron Will, Irresistible, Leadership, Lichloved,
Multicultural, Persuasive, Seductive, Signature Spell, Skeptical, Sly, Smooth
Talk, Sophisticated, Spell Focus (Enchantment), Spell Mastery, Spell
Penetration, Still Spell, Street Smart, Trustworthy, Verminfriend, and Voice of
Influence. The enchantress must otherwise qualify for any feat selected.
Charm (5th/10th/15th/20th level): Charming comes naturally to the
enchantress. Once per day for every five levels, she may effect charm person
as a charismatic spell-like ability (DC 10 + enchantress level + Charisma
modifier).
The enchantress can enhance her Charm ability with the Charm a Crowd, Cupid’s
Brew, Extra Charm, Greater Charm, and Irresistible feats.
Epic Enchantress: The epic-level enchantress continues her Hit Die and
skill point progressions. She also continues her Enchanting Feat progression at
26th level and every six levels thereafter (26th, 32nd, 38th, 44th, etc),
adding the following feats to the Necromantic Feat list: Epic Spell Focus
(Enchantment), and Polyglot.
In addition, she receives bonus epic feats at 24th level and every four levels
thereafter (24th, 28th, 32nd, 36th, etc), chosen from the Enchanting Feat list
and from the following: Automatic Quicken Spell, Automatic Silent Spell,
Automatic Still Spell, Combat Casting, Enhance Spell, Epic Counterspell, Epic
Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Touch Focus, Epic
Will, Greater Spell Focus, Ignore Material Components, Improved Combat Casting,
Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify
Spell, Multispell, Out of Body, Permanent Emanation, Polyglot, Spell Focus,
Spell Knowledge, Spell Stowaway, Spell Opportunity, Spontaneous Spell, and Tenacious
Magic.
NEW FEATS:
ARMORED CASTING [General]
You can more easily cast arcane spells while wearing armor.
Benefit: You may ignore 5% of the Spell Failure normally associated with
casting arcane spells while wearing armor (to a minimum 5% for any armor).
Special: This feat can be taken multiple times, increasing the amount of
Spell Failure you can ignore by 5% each time.
BEWITCHING [General]
You are a beguiling and intriguing creature.
Benefit: You receive a +3 bonus on all Innuendo checks. Diplomacy is always
considered a class skill for you.
BLUEBLOODED [General]
You were raised or mentored by nobility
Benefit: Diplomacy and Knowledge (Nobility) are always considered class
skills for you. In addition, you receive four times the normal starting gold
for your class.
Special: This feat can only be taken at 1st-level.
CHARM A CROWD [General]
Your spell-like ability can now influence entire crowds.
Prerequisites: Charisma 18, Enchantment spell-like ability (see below).
Benefits: Select one of your spell-like abilities that duplicates an
Enchantment spell, such charm person, command, or suggestion.
For every three times per day that you can normally use this spell-like ability
(rounded down), a daily use can instead duplicate the version of the spell that
affects multiple creatures, such as mass charm, greater command,
or mass suggestion, respectively. Any unusual limitations of your
spell-like ability, such as whom or what it can affect, also apply to the mass
version of the ability. For example, if your spell-like ability only affects a
specific gender or creature type, the mass version carries the same
limitation.
Special: This feat cannot be used to augment a spell-like ability that
duplicates a spell that does not have a counterpart that affects multiple creatures,
such as confusion, daze, or sleep.
CHARMING [Special]
You have a natural talent for charms, perhaps due to some ancestor’s exposure
to or union with a creature of great influence or possessing of powerful
Enchantments.
Benefit: You cast enchantress spells as a sorcerer, not a wizard. You
cast enchantress spells without preparation, using the sorcerer’s Spells Known
progression -1 and Spells Per Day progression -1. Your Charisma score now
determines your maximum spell level, bonus spells, and the Difficulty Class of
your spells.
Special: You may only take this feat as a 1st-level enchantress.
CUPID’S BREW [General]
You can infuse any normal liquid with the power of love.
Prerequisites: Bewitch, Charm, or Charming class feature or spell-like
ability that replicates charm person, Brew Potion feat.
Benefits: Once per day, your Bewitch, Charm, or Charming ability can be
used to create a love potion without the normal experience point and
material costs associated with such endeavors. You must direct your use of
Bewitch, Charm, or Charming on an appropriate amount of nonmagical,
nonpoisonous, and drinkable liquid, such as water, wine, or milk. Infusing the
liquid is a spell-like ability that takes 1 full minute.
DISJUNCTION [Epic] [Metamagic]
You can separate magical effects and items, even artifacts, into their base
components, ruining them.
Prerequisite: Knowledge (Arcana) 30 ranks, Spellcraft 30 ranks, any
three Item Creation feats, must be able to cast analyze dweomer and
either break enchantment, dispel magic, or greater dispel
magic.
Benefit: Once per day, you can effect Mordenkainen’s disjunction
as a spell-like ability by utilizing a spell slot of the highest spell level
that you can cast. Causing the effect is identical to casting the spell but has
a casting time of a full-round and both Verbal and Somatic components.
DREAMWEAVING [General]
Your Illusion (Phantasm) spells and sleep spells are more potent than
normal.
Prerequisites: Greater Spell Focus (Illusion) or Spell Focus (Illusion)
and Spell Focus (Enchantment), Able to cast sleep, dream, and nightmare.
Benefits: Add a +2 to the Difficulty Class of all saving throws against
your Phantasm and sleep spells and spell-like abilities, including
sleep-inducing effects of spells such as eyebite and binding.
This stacks with effects of all Spell Focus (Enchantment) and Spell Focus
(Illusion) feats. In addition, for the purposes of range, area of effect, and
duration, your caster level is considered +1 when casting these spells.
EMPATHIC [General]
You have greater emotional understanding of others.
Benefit: You get a +2 bonus on all Heal and Sense Motive checks.
EPIC TOUCH FOCUS [General]
Your touch spells are now even more powerful than before.
Prerequisite: Touch Focus feat.
Benefit: Add +6 to the DC for all saving throws against spells with a
range of Touch. This supercedes (does not stack with) the bonuses from Touch
Focus and all Spell Focus feats.
EXTRA CHARM [General]
You can Bewitch or Charm more frequently than you normally could.
Prerequisites: Bewitch, Charm, or Charming class feature or spell-like
ability that replicates charm person.
Benefits: Your can use your Bewitch, Charm, or Charming ability two more
times per day than you otherwise could. Any restrictions of your spell-like
ability, such as the type of creatures you can affect, still apply.
Special: You can take this feat multiple times, gaining two additional
uses of Bewitch, Charm, or Charming per day each time.
FAVORED SKILL [General]
You have a knack for a particular skill.
Benefit: Select any non-exclusive skill or any class skill. This skill
is always considered a class skill for you, and the maximum number of ranks you
may have in it is equal to your character level +4.
FEARLESS [General]
You are fearless in the face of doom.
Prerequisite: Intrepid feat.
Benefit: You are immune to fear spells and effects.
FEINTING EXPERTISE [Fighter] [General]
You are particularly adept at being deceptive in combat.
Benefit: You get a +3 bonus on all Bluff and Sense Motive checks when
part of or against combat maneuvers such as feinting, combat prediction, and
decipher strategy, or using the Feign Weakness or Quicker Than the Eye feats to
attack.
FIERY TEMPER [General]
You are prone to anger and acting on impulse.
Benefit: You get a +2 bonus on all Intimidate checks and Initiative
rolls.
FOCUSED CASTING [General]
Your sound mind allows you to ignore distractions when casting defensively.
Prerequisite: Combat Casting feat, Wisdom 14, Concentration ranks.
Benefit: You add your Wisdom modifier to all Concentration checks made
when casting defensively.
GLAMEROUS [General]
Your Illusion (Glamer) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Glamer) spells, such as change self, invisibility, and hallucinatory
terrain.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Glamer spells and spell-like abilities. This stacks with the effects of
all Spell Focus (Illusion) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
GREATER CHARM [General]
Your Bewitch, Charm, or Charming ability affects all creatures.
Prerequisites: Bewitch, Charm, or Charming class feature or spell-like
ability that replicates charm person, Able to cast 4th level spells.
Benefits: Once per day, your Bewitch, Charm, or Charming ability can
function as charm monster. Any restrictions of your spell-like ability,
such as the type of creatures you can affect, still apply.
Normal: Bewitch, Charm, and Charming function as charm person.
GREATER TOUCH FOCUS [General]
Your touch spells are now even more powerful than before.
Prerequisite: Touch Focus feat.
Benefit: Add +4 to the DC for all saving throws against spells with a
range of Touch. This supercedes (does not stack with) the bonuses from the
Spell Focus, Touch Focus, and Touch Spell feats.
ID MANIPULATION [General]
Your Enchantment (Compulsion) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Enchantment), Able to cast three
Enchantment (Compulsion) spells, such as dominate monster, mind fog,
and Tasha’s hideous laughter.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Compulsion spells and spell-like abilities. This stacks with the effects
of all Spell Focus (Enchantment) feats. In addition, for the purposes of range,
area of effect, and duration, your caster level is considered +1 when casting
these spells.
IMPROVED FEINT [Fighter] [General]
You can feint as a move-equivalent action.
Prerequisite: Feinting Expertise feat, Improved Initiative feat.
Benefit: You may feint in melee combat as a move-equivalent action.
Normal: Feinting in combat is a standard action.
INTREPID [General]
You are brave in the face of doom.
Benefit: You receive a +4 bonus to all Will saves against all fear
spells and effects.
IRRESISTIBLE [General]
Your Enchantment (Charm) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Enchantment), Able to cast three
Enchantment (Charm) spells, such as charm monster, charm person,
and mass charm.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Charm spells and spell-like abilities. This stacks with the effects of all
Spell Focus (Enchantment) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
METABOLIC CONTROL [General]
Your wounds heal rapidly.
Prerequisite: Wisdom 13.
Benefit: You naturally heal a number of hit points per day of rest equal
to the standard healing rate + your Wisdom bonus.
METAPHYSICAL [General]
You can apply your Wisdom modifier to your Hit Die.
Prerequisite: Wisdom 13.
Benefit: You use your Wisdom modifier instead of your Constitution
modifier when determining your bonus hit points at 1st level. At higher levels,
your bonus hit points are determined by your Constitution, as normal. However,
you now gain +1 hit point every time your Wisdom is permanently increased 1
point.
Special: Metaphysical can only be taken as a 1st-level character.
OUT OF BODY [Epic]
You can enter a trance and release your astral form.
Prerequisite: Wisdom 23, Tranquility class feature or ability to cast
9th-level spells.
Benefit: After meditating for 10 minutes, you can free your astral self,
as if under the effects of astral projection cast by a sorcerer of your
character level. This spell-like ability can be used once per day.
PHANTASMIC [General]
Your Illusion (Phantasm) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Phantasm) spells, such as dream, nightmare, and weird.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Phantasm spells and spell-like abilities. This stacks with effects of all
Spell Focus (Illusion) feats. In addition, for the purposes of range, area of
effect, and duration, your caster level is considered +1 when casting these
spells.
SEDUCTIVE [General]
You are charming and inviting.
Benefit: You get a +2 bonus on all Diplomacy and Innuendo checks.
SKEPTICAL [General]
You have a sharp eye for deception.
Benefit: You get a +2 bonus on all Sense Motive and Spot checks.
SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff and Move Silently checks.
SOPHISTICATED [General]
You are a cultured individual.
Benefit: You get a +2 bonus on all Appraise and Diplomacy checks.
TACTICAL DODGE [General]
You cleverly evade blows.
Prerequisite: Intelligence 14, Dexterity 14, Dodge feat, Expertise feat.
Benefit: Against the subject of your Dodge feat, you can apply your
Intelligence modifier as dodge bonus to your AC when in light or no armor.
TOUCH FOCUS [General]
Your touch spells are more powerful than before.
Benefit: Add +2 to the DC for all saving throws against spells with a
range of Touch. This supercedes (does not stack with) the bonuses from all
Spell Focus and Touch Spell feats.
TOUCH SPELL [Metamagic]
You can cast a ranged spell as a more powerful touch spell.
Benefit: Any spell with a Close, Medium, or Long range can be cast
instead as a spell with the range of Touch with a +2 bonus to its Difficulty
Class. This supercedes (does not stack with) the bonuses from all Spell Focus and
Touch Focus feats. A touch spell takes up a spell slot of the spell’s normal
level, modified by any other metamagic feats.
VOICE OF INFLUENCE [General]
Your Language-Dependant spells are more potent than normal.
Prerequisites: Greater Spell Focus (Enchantment), Able to cast three
Language-Dependant spells, such as geas/quest, message, and suggestion.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Language-Dependant spells and spell-like abilities. This stacks with the effects
of all Spell Focus feats. In addition, for the purposes of range, area of
effect, and duration, your caster level is considered +1 when casting these
spells.
WILY [General]
You are difficult to pin down.
Benefit: You get a +2 bonus on all Bluff and Escape Artist checks.
Spell/Feat Sources: All spells and non-epic feats are from the Player’s
Handbook, except as follows: Book of Vile Darkness:
Addiction, Bestow Greater Curse, Curse of the Putrid Husk, Drug Resistance,
Entice Gift, Evil Eye, Heartache, Lichloved feat, Masochism, Mindrape, Mirror
Sending, Morality Undone, Reality Blind, Sap Strength, Sorrow, Spread of
Savagery, Stupor, Unnerving Gaze, Verminfriend feat, Wave of Grief; Defenders
of the Faith: Bear’s Heart, Beastmask, Bolts of Bedevilment, Brain
Spider, Chain of Chaos, Crown of Glory, Lesser Telepathic Bond, Maddening
Scream, Monstrous Thrall, Probe Thoughts, Touch of Madness, True Domination,
Unbinding, Unfailing Endurance; Deities & Demigods: Crown of
Glory (again), Eschew Materials feat, Greater Spell Focus feat; Dragon
Magazine: Attract Eyes (304), Awaken Magical Beast (304), Burden (308),
Curse of Pain Eternal (300), Distract (A5), Distracting Ray (A5), Eagle’s
Splendor (282), Gasp (304), Glib Tongue (A5), Invasive Telepathy (304), Mirror
(302), Moment of Clarity (299), Phantasmal Whisperer (291), Ray of Dizziness
(A5), Ray of Stupidity (A5), Sting Ray (A5), Summoning Pact (308); Forgotten
Realms: Artist feat, Bullheaded feat, Cosmopolitan feat, Courteous
Magocracy feat, Discipline feat, Eagle’s Splendor (again), Greater Spell Focus
feat (again), Signature Spell feat, Smooth Talk feat, Street Smart feat; Magic
of Faerun: Blood Frenzy, Celebration, Cloud of Bewilderment, Disquietude,
Eschew Materials feat (again), Haunting Tune, Herald’s Call, Minor Disguise,
Nybor’s Gentle Reminder/Mild Admonishment/Stern Reproof/Wrathful Castigation,
Puppeteer, Songbird, Speechlink, Towering Oak; Manual of the Planes:
Interplanar Message; Masters of the Wild: Dawn, Daze, Kiss of
Death, Lookingglass, Scarecrow, Speak with Anything; Races of Faerun:
Grim Visage feat; Savage Species: Dawn (again), Dream Casting,
Speak to Allies; Song & Silence: Alluring feat, Charlatan
feat, Follow the Leader, Getaway, Healthful Slumber, Lullaby, Multicultural
feat, Otto’s Resistible Dance, Persuasive feat, Song of Discord, Trustworthy
feat, Wail of Doom; Sword & Fist: Feign Weakness feat; Tome
& Blood: Arcane Defense feat, Command Undead, Eagle’s Splendor (yet
again), Eschew Materials feat (yet again), Greater Spell Focus feat (yet
again), Indifference; Unapproachable East: Nybor’s Gentle
Reminder/Stern Reproof (again); WotC Website: Mindless Rage, Mind
of Another, Mind of a Beast, Rankletaste, Ray of Depletion, Servant’s Guise,
Wingbind.