Enchanters are magicians who have developed skill with mind-altering magic. Opinions on enchanters are highly polarized - there are those who hate and fear them, and those afflicted by their magical charms, who love enchanters dearly.
Example Backgrounds: Scholar of Broken Minds, Evoker of Smiles and Laughter, Magician of the Subconcious, Channeler of Hope and Misery, Masked Lord’s Personal Hypnotist.
Level 1 Talent
Hypnotic Gaze: You’ve gained considerable skill with magic that beguiles the mind. You may spend 1 adventure point when you lock eyes with an intelligent creature to put them into a dazed trance that lasts for ten minutes, but ends immediately if you break eye-contact with them, or if they are physically interacted with by another creature (such as by someone shaking them out of it). While entranced, they are uninterested in and unaware of changes to their surroundings and can hear only your voice. You have advantage on all checks made to socially interact with them in this time, and if they are not broken out of their trance by being physically interacted with they do not realize that they were magically affected. For exceptionally powerful and massive beings such as dragons, a skill check may be required for this ability to work at the GM’s discretion - for this skill check you the relevant attribute will ordinarily be charisma, and you may add your proficiency bonus as though you had a relevant background. If you fail, your adventure point is refunded and you may not attempt to affect the same creature again with this ability until you refresh.
Level 2 Talent
Unearthly Glamour: You may spend 1 adventure point to cloak yourself in majesty and beauty that is both awe-inspiring and unnerving. For the next 10 minutes, other creatures cannot bear to bring you to harm intentionally. Additionally in this time you have advantage on all checks made to captivate, distract, deceive, or intimidate any creature you interact with. After the 10 minutes are up, every creature affected by this ability in that time cannot be affected by it again until the next time you refresh.
Level 6 Talents
Dream Magician: Your enchanting magic has given you the ability to invade the dreams of others. You may spend 1 adventure point and name any creature you know. If the creature is not presently sleeping, your adventure point is refunded but you may not attempt to use this ability again for one hour. If the creature is presently sleeping, you may invade its dream. While in the creature’s dream, you can control what is happening in it, and may use this to communicate information to the creature, who will remember this when they wake up. While in a creature’s dream you have advantage on checks to socially interact with them.
Summon Fey: Your charm and magic have attracted various faire creatures to your service. You may spend one adventure point to summon a fairy creature, who is obedient to you for one hour, after which it disappears. The fairy is obedient to you, can turn invisible, and fly. It can teleport up to fifteen meters, and once it does it regains the ability to do so after one minute of rest. When it teleports, it can bring any creature along with it who is willing to travel with it and who is standing within 2m of it. If your fairy would make a skill check, it has a 1 in charisma and a 1 in awareness (and a 0 in all other attributes) and can add your proficiency bonus to checks where charisma or awareness is the relevant attribute.
Level 10 Talent
Dreamworld: You have magically created a world out of the stuff of your dreams, and learned to access it. Your dreamworld is an extra-planar space, only accessible by sleep. You can put yourself and any willing creatures accompanying you into a sleep that accesses your dreamworld by spending 1 adventure point, and ten minutes performing a magic ritual. While you or others are in your dreamworld, your physical forms disappear from the actual world, and when you choose to leave it, you reappear and awaken in the real world. You choose the form that the dreamworld takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the dreamworld contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the dreamworld can exist only there. For example, a flower picked from a garden in the dreamworld disappears if it is taken back when you leave it. You may alter the form of the dreamworld as though you were creating it anew each time you enter it.