It’s a popular misconception that all of Dungeons & Dragons‘ Wizards are the same, but nothing could be further from the truth. In addition to the eight schools of magic Wizards can study within to hone their craft, there are four other Arcane Traditions. Those who study the School of Enchantment are incredibly crafty, relying on their skills to mesmerize and enchant creatures in the world around them.
These Wizards are often as cunning as they are beguiling, and though it seems this type of power might only be used for evil, it can also have benign applications. Choosing the School of Enchantment during character creation will mean paying attention to every detail from core stats to potential racial attributes that help amp up the character’s abilities. Certain feats and spells will also help make this particular Wizard even more powerful.
Intelligence Is the Core Stat for the School of Enchantment Wizard
When it comes to core stats, Wizards rely heavily on their Intelligence. INT is what they draw from when casting spells and making spell attacks, and that same core stat modifies their damage, enhances their spell’s power, and sets their spell save DC. INT also contributes to important skills like Arcana, History, Investigation, Nature, and Religion, which means Wizards often become the go-to party member when searching areas for clues and loot.
Because they are so booksmart, it may also makes sense to contribute to their Wisdom stat to enhance their common sense as well, though that’s entirely optional. Mad scientists and Wizards may be incredibly smart, but that doesn’t mean they’re logical about how they deploy their magical abilities or how it might affect the world around them. Instead, consider boosting their Constitution, which will bulk them up a bit. Wizards have the lowest hit point pool, which makes them extra squishy, but a CON boost can help them withstand damage and maintain concentration on their spells.
Gnome Is the Best Race for a School of Enchantment Wizard
It’s important to find a race that offers the best boost to the Wizard’s core stat and contributes to their unique skill set. Gnomes tend to be very crafty, beginning the game with a +2 boost to their INT. Gnomes also have Gnome Cunning, which grants them advantage on making INT, WIS, and Charisma saving throws against magic. Additionally, each gnomish subrace offers extra abilities and stat boosts that work well with magic builds.
For example, the Mark of Scribing Gnome gets an additional +1 CHA, and they have access to extra spells, like Message, Comprehend Languages, and Magic Mouth. Rock Gnomes get a +1 boost to CON, which makes them much heartier than other variant gnomes. They also have Artificer’s Lore, which allows the to double their modifier when making History checks related to magical items, alchemical objects and technological devices. Rock Gnomes are also proficient with the tinkerer’s tools, which can be used to create intriguing devices that can be used to distract enemies or light fires.
Best Feats for the School of Enchantment Wizard
When it comes to choosing feats in place of taking a stat boost, choose carefully. Search for options that boost INT when possible, as getting INT to 20 is any Wizard’s top priority. If that’s already where it needs to be, however, consider choosing feats like Durable, which increases CON by +1 and allows the Wizard to double their CON modifier when rolling hit die to regain hit points. If choosing to play as a Gnome, consider taking the racial feat Fade Away, which allows Gnomes to add +1 to their INT and become temporarily invisible after taking damage once per short or long rest. This is very useful for a Wizard, who may need to limp away and heal to stay alive.
Observant allows players to boost their INT by +1, and they gain an additional +5 bonus to their Passive Perception and Passive Investigation scores. They can also read lips if a creature is speaking a language they understand, which could come in handy when trying to read the room or a difficult situation. The War Caster feat makes spellcasting easier by eliminating the need for somatic components when a character’s hands are full, and it allows them to cast spell attacks as attacks of opportunity. They also gain advantage on CON saves to maintain concentration on spells, which is a huge boon for a spellcaster.
Best Spells for the School of Enchantment
Enchantment Wizards do everything in their power to influence people toward their way of thinking, so choosing cantrips like Encode Thoughts and Friends will certainly set them on their way to magically ensuring they carry out their task. Charm Person, Command, Calm Emotions, Modify Memory, and Suggestion are examples of how the School of Enchantment gets into the mind of their targets to force them into a state of calm submission. Their abilities can also be used to muddle the mind with spells like Confusion, Vicious Mockery, Dissonant Whispers, and Feeblemind.
Some of the most powerful magic from this school are the Power Word spells. With little more than a word, the caster can create crippling pain that affects an enemy’s movement speed, and they are forced to make attacks, ability checks, and saving throws with disadvantage. O,r they might befuddle the mind so deeply, it leaves their target stunned and debilitated. They can also convince a creature to instantly die if they have less than 100 hit points at the time the spell is cast.
