Enchanter Wizard: A Monster’s Guide for 5th Edition

Enchanters know how to magically influence minds. Benign enchanters use this magic to defuse violence and sow peace, while malevolent enchanters are some of the most evil of all spellcasters.

Medium Humanoid, Any Alignment

Proficiency Bonus: +3
Armor Class: 12 (15 with mage armor)
Hit Points: 49 (11d8)
Speed: 30 ft.

STR – 9 (-1 )
DEX – 14 (+2)
CON – 11 (+0)
INT – 17 (+3)
WIS – 12 (+1)
CHA – 11 (+0)

Saving Throws: Int +6, Wis +4

Skills: Arcana +6, History +6

Senses: passive Perceptio n 11

Languages: any four languages

Challenge: 5 (1,800 XP)


Multiattack: The enchanter makes three Arcane Burst attacks.

Arcane Burst: Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120ft., one target. Hit: 19 (3d10 + 3) psychic damage.

Spellcasting: The enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At will: friends, mage hand, message

2/day each: charm person, mage armor, hold person, invisibility, suggestion, tongues


Instinctive Charm (Recharge 4-6). When a visible creature within 30 feet of the enchanter makes an attack roll against it, the enchanter forces the attacker to make a DC 14 Wisdom saving throw.

On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself.

If multiple eligible creatures are closest, the attacker chooses which one to target.

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