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Enchantment Wizard 5e | School of Enchantment Guide

The Player’s Handbook focused mostly on specific schools of magic for Wizards to choose from. Enchantment is one of the most potent schools of magic, offering many spells that stop your opponents in their track. A Wizard who studies Enchantment for their major likely wishes to bewitch the violent – or oppress the masses. They may have learned from watching Fey, or simply scribing the ways of past rulers and introducing magical solutions to mortal problems. However you got into this school, you’re destined to magically entrance those who considered you an enemy. How does the school help you in this goal? Let’s check it out in our Enchantment Wizard 5E Guide. 

enchantment wizard 5e

Beguile the Masses: Enchantment Wizard 5E

Any of the Player’s Handbook 5E Wizard subclasses suffer from their Savant skill, reducing their usefulness at low level play. The Enchantment Wizard suffers a bit more than most wizard subclasses. They only attain one extremely useful ability; the rest are situational, and not exactly situations the Wizard wants to be in.

Enchantment Savant

All magic school-based Wizards receive a Savant skill of their magical type.

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved

This is mostly flavor, but it can save you a decent handful of gold. It also means you’ll be much more willing to inscribe works into your spellbook from Enchantment, rather than learning them naturally. This is a shaky strategy at best; you’ll likely need to ask large town markets for scrolls if you want a specific spell… And then, you paid even more than the Savant saved for you!

This is entirely on the GM. Sometimes, this gives you a cheap and effective way to get the spells most important for you. Usually, however, you should still probably grab the most essential Enchantment spells, such as the Charms and Dominates.

Hypnotic Gaze

You get two 2nd Level abilities… Technically. This one isn’t exactly powerful.

As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

You can use this ability again on future turns to extend the duration without a save. You can’t be more than 5 feet away from them, and it cancels out if it takes damage, or if it can’t see nor hear you. Usable once per creature per rest.

This is theoretically quite fantastic. The “Charm” in this text is simply to make it so creatures that can’t be charmed are immune. This is quite literally paralysis, allowing you to incapacitate a target indefinitely on a Will Save. You’re incapacitated as well, but as long as your party can defend you, you’ve locked an opponent out of the fight. That can lead to perfect situations, such as tying up an important enemy for a trial, or simply having the Fighter gently drag them off of a cliff, not dealing damage until it’s too late (and having you walk with them, of course!).

Now, the problems. In order to activate this ability, you need to be within 5 feet of an opponent. 5. That means you’re a Wizard – a d6 class – in melee range. There are ways to set this up; for example, you can be invisible (this isn’t an attack or spellcast) and, since your opponent can hear you, you can incapacitate someone while not being seen. This falls apart in the late game, but it could be good for securing a single target. Or, if you give yourself a decent miss chance, like from Blink, this doesn’t require your concentration. However, in most cases, this is just way too dangerous for someone like you! Your enemy isn’t likely to be all alone, and their cronies can very quickly take you down (or wake the enemy up with a slap!).

You can make this do legitimate work, as long as you have party members with decent ability to hogtie. But, it puts you in a problematic place. Don’t make this the reason you take this school.

Instinctive Charm

It took a short while, but it seems like you’ve finally found a legitimate reason to be studying enchantment.

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

If they save, this can’t be used on them again for the rest of the day. You also can’t see if it hit or missed first; gotta do it right when intent is called. Oh, and this is a Charm.

Despite all those downsides, this is still a real solid ability… Against ranged attackers. Most combats are about 30 – 60 ft in size, so you’ll actually want to be around 15 ft away from the frontline if you want this ability to stick. Then, when an arrow is shot at you, you can use a reaction to make them shoot their own frontline. That’s pretty cool! What’s cooler is making a Disintegration not melt your face off.

This also isn’t restricted by normal means. You can use this on one person until they successfully save, rather than a number of times per day. So, if there’s an Archer that deals huge damage, but has low Wisdom, you just need to get in range to redirect them.

That Range is a bit of an issue. A lot of ranged attacks from casters are 60 ft range, meaning you’d need to get within half their potential range, and not have them move away. Bows can also get some distance on you if they really want to avoid this effect. If they don’t know, however, then there’s no reason for them to do so… Hope your GM doesn’t metagame that!

Against melee attackers, this gets harder to use. In most cases, you’ll be alone on the backline, so this reaction becomes useless… Unless you’re sitting next to your Ranger and want them to take the hit instead. The Ranger likely has better AC and health, so that might not be a bad idea. But, usually, this just does nothing in melee, given that you’re not leaping into frontline combat.

… Please don’t leap into frontline combat.

Split Enchantment

The most simple Enchantment school ability also happens to be, by far, the best.

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Simple, easy, and to the point. Also amazing!

Most Enchantment spells – at the lowest level they can be cast – are single-target. That means in swarm encounters (where your party is outnumbered), Dominating a single target would probably not be too useful. Not compared to a Fireball or Chain Lightning.

This changes things. This makes a level 1 Charm Person into a level 2 effect. It allows for effects like Hideous Laughter to target multiple creatures – something that’d be impossible otherwise. If you really want to curse two people with Geas, you can! This makes your enchantment magic far more useful in multi-person encounters – where Enchantment is normally weakest.

In the worst case scenario, this saves you a spell slot; By allowing you to cast spells that normally heighten to include multiple people without using higher level slots, you can save those levels for more influential effects. However, as the campaign goes on, and you attain access to the Dominate spells or Antipathy/Sympathy, you’ll see how powerful this effect truly is.

Alter Memories

This level 14 ability comes in two parts. The first is pretty minor.

When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Pretty specific; Charms aren’t uncommon, but they’re not exactly something you need to do all the time. Also, if you’re doing this in combat… You don’t care. The enemy will either be incapacitated or dead by the end of the fight, so them knowing that they were charmed or not doesn’t matter. That means you’re doing this out of combat, for a social campaign, and… Yeah, that can be useful. Charming the King might be a crime, but if the king doesn’t know, it’s possible that nobody does. It makes Charming a little more useful for the second debuff (your charmer has advantage on Charisma checks), since your friendship will stick around.

So, not exactly the most useful effect, but it’s pretty cool. Speaking of not useful…

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

Okay, so… Now you can choose to make them forget their time charmed. And it’s based on your Charisma.

In some cases, this could be especially bad. Most creatures are Charmed to either protect you from combat or to convince them about something. If you make them forget things while they’re charmed, that’s either 1) useless, since they’ll be dead, or 2) detrimental, since they might be your allies. If you’re, for example, convincing that king to sign a contract to allow a known criminal to escape from prison, then this is useful. Or convincing a bandit leader to hand over her army before running away, giggling, then that might be another time. But usually, this can be completely ignored.

On a side-note, this combos hilariously with Modify Memory. So much time, gone!

You can find ways to use this, just like Hypnotic Gaze, but this is a somewhat useless capstone to your subclass.

Best Race for Enchantment School Wizards

You’re a Wizard, so Intelligence is just too crucial. And yet, you have some awkward abilities. Dexterity isn’t bad to boost your AC (or Stealth!) so you can get into melee for Hypnotic Gaze or Instinctive Charm. Constitution’s important for the same reason. And if you really want to get rid of some memories, Charisma’s not off the table.

It probably should be pushed to the side, though.

Feral (Winged) Tiefling

The Sword Coast Adventurer’s Guide had a few ups and downs, and the Feral Tiefling was an up. Unlike the normal Tiefling (Which isn’t a bad option here either!), this has +2 Dexterity and +1 Intelligence. You’ll be forced to increase your Intelligence for 4 and 8, but that’s not too bad.  Hellish Resistance is nice, but not amazing. Feral Tieflings have access to the traditional Bloodlines, so if your GM lets you, pick Winged for permanent fly speed. Then, you can fly in the air and guarantee your Instinctive Charm redirects Ranged Attacks! Great if your GM is willing to work with it.

Draconblood Dragonborn

The Draconblood Dragonborn from the Explorer’s Guide to Wildemount might be a potent mind-infusing presence. +2 Intelligence and +1 Charisma is great (although the Charisma would just be for talking/removing memory without Multiclassing!). In addition, you get some okay area-of-effect options with your Breath Weapon, and free Darkvision. Forceful Presence is only useful if you are proficient in Intimidation or Persuasion… But this could make you the definite face of a party.

Best Feats for Enchantment Wizard

Enchantment Wizards have one major benefit over any other Wizard in the game, that being the incredibly handy Split Enchantment ability. Because of that, Metamagic Adept becomes slightly less useful than it would be for a standard Wizard build, though still nice to have.

Our focus for feats are generally methods to either improve our Intelligence or Constitution saving throws. There are quite a few feats that help us out with that while also improving our utility.

Fey Touched

Fey Touched is a feat normally recommended for classes like Sorcerer or Bard, who have very limited spell lists. However, the Enchantment Wizard gets a minor exception here. 

To begin, this feat gives you a +1 to Intelligence, a good start to any Wizard build. With a race or lineage that has +2 Intelligence, Fey Touched gets you to 18 by level 4, which is an excellent start. Custom Lineage can use Fey Touched to get to 18 Intelligence at level 1, a game-busting beginning to any character.

However, Fey Touched is more than just a bad ability score improvement. You also get to learn a 1st and 2nd level spell, as well as getting a free cast of each of those spells per day. Your 2nd level spell is chosen for you, and it’s Misty Step. Misty Step is an incredible spell to get for free, doubling as a defensive and utility tool by being a medium-ranged teleport as a bonus action. This does gum up your ability to cast a standard action spell, but that’s largely alright. If you need to cast Misty Step in combat, you’re probably alright with tossing a Fire Bolt.

As for your 1st level spell, that one is school-locked to Divination and Enchantment. We’d prefer to focus on the Enchantment options, since we’re able to double-cast those. Command is a non-Wizard Enchantment spell that we otherwise have no access to. That’s a solid 1st level action, allowing us to spend our action to skip our foes’ turns. Grovel and Drop are two impactful commands that, if you can cast it on not one but two creatures, can really turn the tide of battle. All of that in a first level spell slot.

Resilient (Constitution)

Resilient might seem like one of the more quaint feats on the list, but there aren’t many ways to actively get proficiency in saving throws in DnD 5E. Resilient is the simplest way, and comes with a +1 to a stat we really like: Constitution.

As an Enchantment Wizard, it is incredibly important that you have some way to sustain your Concentration. Many of your strongest spells, both in and out of Enchantment, will require you to focus. Having a method to either get Constitution saving throw proficiency or allow you to reroll concentration checks is a good idea.

Resilient (Constitution) is slightly more useful than its sister feat, War Caster, as long as you get a bonus modifier for Constitution. A 13 Constitution start is normal for a Wizard, so this can be your chance to get 14. And your reward is an eventual +6 to Constitution saving throws, one of the most common and dangerous saving throws.

If you don’t get a bonus modifier for Constitution through this feat, War Caster is likely better. You get to roll at advantage, which is about the equivalent of a +5. In addition, you get some ability to be threatening on the frontlines through casting magic at someone. Win-win!

Telekinetic

The telekinetic feat is a traditionally strong feat for a growing Wizard, as its utility comes from a non-spell source. To start, you have +1 Intelligence, which is good for all of the same reasons that it’s good for Fey Touched.

However, your bonus abilities are not quite learning a few extra spells – something that a Wizard doesn’t care as much about. Instead, you learn a cantrip, Mage Hand. Cantrips are actually hard for a Wizard to collect, despite them being able to learn so many, so getting one as good as Mage Hand for free isn’t bad. In addition, this Mage Hand is invisible and doesn’t utilize any components for casting, making it very difficult for any enemy to notice. If you already knew Mage Hand, you still get wins. The feat extends the range of your Mage Hand by 30 feet, to a whopping 60. A 60 foot range, invisible Mage Hand that nobody knows you casted. That’s legitimately really cool.

The other bonus for Telekinetic is a unique bonus action, allowing you to push or pull a target 5 feet. This has a saving throw that a target can intentionally fail. 5 feet isn’t really that much, but forced movement allows for a lot of jank that plays around reactions. A Barbarian can sneak closer to a Hydra without getting sniped by a movement-based reaction, for example. A Warlock can be moved out of melee range of a Goblin horde. An enemy Rogue can be pushed into the range of your Hypnotic Pattern. The possibilities aren’t quite endless, but they do have quite a lot of variety. And it’s a free action that isn’t even a spell! If you haven’t tried Telekinetic, give it a whirl. You’re going to be surprised at its utility.

FAQ for the Enchantment Wizard

Do Enchantment Wizards need Charisma in 5E?

Not necessarily. While Enchantments like Charm Person can be useful for improving your Wizard’s chance to make Charisma-based skills, they don’t require Charisma to keep control of characters or anything like that. Your Wizard can take Charisma to improve the chances that you can convince someone to do something after you enchant them, but it is by no means necessary. The only effect that keys off of Charisma is Alter Memories, but the ability lets you clear an hour of memories by default, which isn’t bad.

What is the Best Alignment for Enchantment Wizards in 5E?

A Chaotic Neutral alignment best suits Enchantment Wizards. Enchantment spells naturally play with the free will of their targets, making it unlikely to work well for a truly Good character without having some moral code in play. While Evil Wizards are very likely to use Enchantment to get their way, evil characters tend to clash with parties too much, and should only be utilized during evil-focused campaigns or by skilled players who know how to weave evil goals with a party’s overall goals. 

Does Split Enchantment Work with Silvery Barbs?

Sadly, Silvery Barbs has a specific target, which is a character who just succeeded an attack, saving throw, or skill check. It is not usually possible for two characters to roll attacks or saving throws simultaneously, so you don’t have a valid second target for Split Enchantment. Depending on your DM, you might get away with giving two people advantage on their next roll, but I wouldn’t hold your breath.

Example Enchantment Wizard Build

Before we begin our Enchantment Wizard build, it is always important to ask your DnD 5E DM about any limitations and restrictions for character building. Let’s go over what our DM wants from us.

  • No Multiclassing. That’s a shame. Wizards have strong endgame features, but we’d probably want a few Fighter or Artificer levels for better armor. Oh well!
  • No Lineage Rules. That leaves us out of several races, including the ability to grant any race a +2 to Intelligence. We’re locked into a few specific species because of that, which is completely fine. Feel free to follow along with stronger races, like Owlin, if your DM allows lineage rules.
  • Can Use Any Book. Races and backgrounds from other books than the Core are allowed, as long as they don’t use Lineage and aren’t overly campaign-specific, like Guildmaster’s Guide to Ravnica. This at least gives us some level of versatility.
  • Standard Array. This is the most restrictive of the ability score generation methods, which still works fine for us. 15, 14, 13, 12, 10, and 8 work fine for us, even if it’s suboptimal for Wizards.
  • Standard Equipment. Wizards don’t care about mundane equipment, so we can grab quite literally anything here and still be completely fine.
  • Our party is made of a Druid, Fighter, and Paladin. An interesting group. Our Druid has moderate area-of-effect capabilities, but we should cover their backs with must-learn spells like Fireball to help out with early game swarms.

Even with access to every book in the game, without Lineage rules, we’re stuck with exceptionally limited options for a Wizard who wants a +2 Intelligence bump from their race. While not optimal, we will choose to be a Draconblood Dragonborn, a race with +2 Intelligence and +1 to Charisma, as well as a handful of decent racial abilities. This will make our defensive stats just a bit wonky, but offers a very cute utility bump with Forceful Presence.

As for our background, we’ll go with a reliably decent option with Urban Bounty Hunter, from the Sword Coast Adventurer’s Guide. Urban Bounty Hunter gives a handful of skills, two strong tool proficiencies, and a bunch of extra gold. It also comes with a decent enough “connections” style feature which makes gathering information a bit easier for our enterprising Wizard. We won’t have Intimidation proficiency, but it’s not like we’re the party’s guaranteed talker anyways. We basically just have Persuasion proficiency to make use of Forceful Presence.

Our ability scores prioritize Intelligence, Dexterity, and Constitution. We could prioritize Constitution over Dexterity and have 13 Dex, but we have better feat choices for a 13 Constitution build. For equipment, get anything you want from the default list. The Scholar’s Kit has slightly better monetary value, so we tend to go for that. Daggers tend to be more effective than Quarterstaves, unless your Wizard is jacked. 

5E Enchantment Wizard Build
Race: Draconblood Dragonborn
Ability Scores: STR 8, DEX 14, CON 13, INT 17 (15 + 2), WIS 12, CHA 11 (10 + 1)
Proficiencies: Arcana, History, Deception, Persuasion, Lute, Thieves’ Tools
Starting Equipment: Dagger, Component Pouch, Scholar’s Pack, Spellbook, Dragon Hunter Clothing, 20 gp
Languages: Common, Draconic
LevelClass BenefitsChoices
1-Arcane Recovery
-1st Level spells
We’re not quite done with character choices yet. We need to pick some spells. We’re Wizards, after all! 
Cantrips. We start play with 3 cantrips. With our gigantic Intelligence modifier, we’re going to want an aggressive cantrip to make use of our great accuracy there. Mind Sliver is our choice, allowing us to prepare for following turns while targeting Intelligence saves. Prestidigitation is a must-have for Wizards, allowing you to perform multiple different minor tricks. And Mage Hand is very useful for manipulating nearby environments. Friends is an okay option, but we don’t love how it forces hostility immediately afterwards. It’s difficult to get what you want and get away within a minute. If your campaign is socially-oriented and you think you can sneak away in time, give it a whirl. 
Spells. For the purposes of this guide, we can’t assume we’ll get any scrolls or spellbooks during our journey. So, we’re going to hit the 44 must-have spells for an Enchantment Wizard. If possible, you’ll want to learn as many enchantment spells through scrolls as you can. However, for our sakes, let’s get writing. We’re going to learn the rituals Find Familiar and Identify, as well as the spells Mage Armor, Silvery Barbs, Magic Missile, and Tasha’s Hideous Laughter. These are pretty defensive, with Magic Missile being our sole offensive option. But, Magic Missile is guaranteed damage, and letting our Fighter and Paladin deal damage will do fine as we build up strong spells. Tasha’s is going to be important after level 10, since we can target two characters with it and lock down a fight with a 1st level spell.
2-Enchantment Savant 
-Hypnotic Gaze
We don’t recommend playing around Hypnotic Gaze too often, as it’s an action that, should you fail, leaves you in arms reach of the person you’ve just tried to hypnotize. This is a great out-of-combat ability, or a last-second option to potentially lock down a melee jerk. 
Spells. Two more 1st level options. We’ll grab Shield and Alarm, two more super defensive spells. But, Shield is great for dogpiles and Alarm lets us survive the night shift. As time goes on, these 1st level options are going to stay relevant, which is all we’re asking for. 
3-2nd Level SpellsThe 2nd level is actually a big one for Enchantment, with a few strong options. Let’s touch on a few big ones. 
Spells. While we’d love to take Hold Person here, we can’t guarantee it’ll be useful in all situations. So instead, we’ll pick up Suggestion, a spell which can let us move someone out of a fight immediately. Maximilian’s Earthen Grasp is our combat option, applying the Restrained condition and doing consistent damage.
4-Ability Score ImprovementThis is a level with quite a few choices in it. Let’s go over some of them. Feat. Any feat that grants a +1 to Intelligence is worth taking. We’ll scoop up Fey Touched to add Command and Misty Step to our arsenal. If we were able to scribe spells, we’d probably take Telekinetic instead. Tough times. Cantrip. For our cantrip, let’s take Message to communicate with our allies without giving away too much information. This cantrip isn’t silent, mind you, so it’s not perfect for stealth. 
Spells. Two more spells. Invisibility is a pretty good stealth spell worth grabbing, as well as a get-out-of-jail card. We can also grab Tasha’s Mind Whip as a damage-dealing spell which targets Intelligence. At level 10, this is a method of dealing with two enemies at the same time, since it pseudo-locks your foes’ actions.
5-3rd Level SpellsThird level is where every Wizard’s spell list starts rocking out. We have quite a lot of choices to make here. 
Spells. Unfortunately, because of our party composition, Fireball is too effective to ignore. However, we’ll take the time to also grab Enemies Abound, a fascinating Enchantment spell that makes a single enemy randomly target friend or foe with everything they have. When we get to 10 and we can target two creatures, this’ll be a really good way to mess with a busy fight.
6-Instinctive CharmInstinctive Charm is fine. A good reaction. With this in mind, you can save Silvery Barbs or Shield for emergencies and just shotgun this whenever it best suits you. 
Spells. Haste is way too good to have, since we have both a Paladin and Druid in the party. We’ll also pick up Counterspell, a piece of magic that will prevent other mages from really messing with you.
7-4th Level SpellsThere are a few winners at this point that we should take. 
Spells. Raulothim’s Psychic Lance is one of two enchantment spells at this level, and this one is exceptionally strong for Enchantment Wizards. Let’s have it ready for level 10. Summon Aberration is a fun spell that can be a huge hassle for a DM to get over, making it worthwhile as a distraction tactic.
8-Ability Score ImprovementFeat. Our ability score improvement can go in two ways; a defensive and offensive way. I’d like to go for a defensive path, going for Resilient (Constitution) as our feat. This gets our Constitution to 14 while boosting our Constitution saving throws significantly. It should now be a lot easier to keep our many, many different concentration spells online. 
Spells. Wall of Fire is a very useful area of effect spell, even if our Druid friend could cast it instead. In the meanwhile, we’ll take a unique side-path to Fire Shield, a great spell to dissuade enemies from attacking us in melee.
9-5th Level SpellsOur last consistent level with a lot of spell slots. We’re also very close to the gigantic power-spike our build’s been looking for. 
Spells. Hold Monster is like Hold Person but can target anything, and we’ll be able to cast it as a 6th level spell all the time soon. Creation is a fascinating spell for Intelligence casters that can solve a ton of out-of-combat problems, making it worth grabbing.
10-Split EnchantmentA lot of our spell slots should pivot around Split Enchantment, a very strong option which will let us double-cast a lot of impactful crowd control magics. If you have to deal with an enemy, make sure you don’t have an Enchantment spell to slap another enemy with first. 
Cantrip. Our last cantrip choice is Shape Water. This cantrip is fascinating, allowing us to do a lot as long as we carry a gallon of water around. 
Spells. Rary’s Telepathic Bond works well as a way to communicate with other allies. Going back to 3rd level spells briefly, Fly is required for dealing with hordes of melee enemies or allowing our Paladin to deal with a flying monster. If they have Winged Boots, you can feel free to consider a different spell here.
11-6th Level SpellsSixth level spells have slightly fewer spell slots in general, so make sure you want to cast your spell before you learn it. 
Spells. For our 6th level options, Mass Suggestion is excellent. Even if we can’t split the spell, it doesn’t take our Concentration and could cause many different enemies to do something, like go on patrol across the other side of the city. Globe of Invulnerability is a fantastic anti-mage option, letting you cast magic while being unaffected by most magic that another caster can target you with.
12-Ability Score ImprovementFeat. Get to 20 Intelligence this level, or get Resilient (Constitution) if you already have. Getting that +5 to your DCs and attack rolls is so important. 
Spells. Contingency is an expensive but powerful Wizard option which lets you set yourself up for success before the day has even begun. Remove Curse might come in handy, in case our Druid friend is having trouble removing a magical effect on someone.
13-7th Level SpellsPower Word Pain is the only Enchantment spell at this level, which is a shame because it’s not particularly powerful and relies on a knowledge of hitpoints. 
Spells. Forcecage is an incredible way to lock many targets down at the same time, while Plane Shift is one of the best get-out-of-jail free cards in the game. Both of these are excellent ways to spend a 7th level slot, though for two different situations.
14-Alter MemoriesAlter Memories is mostly good for social campaigns, but it can come in handy for things like Suggestion if you want the guard to not know about your existence at all. Keep it in mind. 
Spells. Simulacrum is fantastic, especially on our Fighter since the “no spell slot” restriction is entirely ignored. Teleport is good for both emergencies and, as campaigns go on, comfort. Moving across continents is hard, after all.
15-8th Level Spells8th level spells are an awkward point for any enterprising Wizard, but especially our Enchantment specialist. 
Spells. Power Word Stun needs some game knowledge to make use of, but targeting something like a Lich can give you a guaranteed stun. That’s nice, and we get to target two creatures, so it gets a pass. Dominate Monster is similarly impactful, though be careful about using the target for combat. Any damage could shake your victim out.
16-Ability Score ImprovementFeat. Your feat is very versatile at this point, which is great! You have a few generally useful options, though we generally recommend improving your durability, either through raw Constitution boosts, double Armor Proficiency, or Tough. For now, we’ll go with the simple Tough for +40 health at endgame. It’s not too much, but it’ll probably save our life once or twice. 
Spells. Feeblemind doesn’t take our Concentration, targets Intelligence, and ruins the day of most casters. Negating two casters permanently is quite good, especially with Silvery Barbs to back you up. Clone is a funny spell that really only works for long-term campaigns. Though, if you’re getting to level 16, you might have the year or more to create your magnum opus.
17-9th Level Spells9th level has some of the strongest spells in the game. However, you’re realistically only going to use a single one of these. 
Spells. Wish is every spell in the game, other than 9th level options, so it is definitely our go-to. In the meantime, we’ll go back to third level spells briefly for Dispel Magic, a great option for after a spell lands. Our Druid should have it covered, but some events might lock down our Druidic ally.
18-Spell MasterySpell Mastery is a fascinating class feature. Make sure to choose your spells first in case you don’t have a 1st or 2nd level spell that you want to spam. 
Spells. We have a 1st and 2nd level spell that we like, so we’ll go for True Seeing and Geas, two spells that are pretty situational but very useful at endgame. Spell Mastery. Our spell mastery options will be Silvery Barbs and Tasha’s Mind Whip. Silvery Barbs is a quite absurd reaction to have without any resource expenditure. 
19-Ability Score ImprovementFeats. Once again, our feat slot is largely open. +2 Constitution makes the most sense for how we built, though Dragon Hide (Charisma) could be a fun way to get just a bump of Charisma before endgame. If you want to work on your ability to delete memories, that is. 
Spells. Charm Monster is a spell that is usually a bit overlooked since Charm is hard to manage in fights, but serves well enough in endgame with the help of Alter Memories. Disintegrate still does alright damage at this point of the game, so use it to make sure people know you’re an all-powerful Wizard.
20-Signature SpellsOur last level comes with some big decisions. Signature Spells aren’t nearly as impactful as Spell Mastery is, but we can still squeeze some extra spells prepared out of them. 
Signature Spells. Counterspell is an obvious choice, giving us a free cast of one of the strongest spells in the game. Your other third level spell can be Enemies Abound, giving us a free cast of extreme confusion. 
Spells. Just keep getting some fun stuff, really. Mislead can be a fun way to get out of (or into) trouble, while Etherealness is an exceptionally quick way to disappear for a while, while also not taking Concentration.

Conclusion – Our Take on the Enchantment Wizard 5E

The Enchantment subclass is just fine. You get huge bonuses to Enchantment, making it much more viable in combat… But your other abilities are either situational or straight-up weak. If the campaign starts at level 6 – or even better, level 10 – then you’ve got a good school. Otherwise, make sure your party can afford a slightly weak Wizard for a while.

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