Sources
CR
Type
Size
Alignment
Movement

Enchanter Wizard

Medium Humanoid, Any alignment

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 Perception 11
Languages any four languages
Challenge 5 (1,800 XP)

Spellcasting

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

Actions

Multiattack. The enchanter makes three Arcane Burst attacks.

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

Reactions

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.

Lore

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.