Verdict
Excellent in the right campaign, frustrating in the wrong one. Enchanting Conversationalist makes an Intelligence caster a real party face, and Instinctive Charm is a strong defensive tool. Check the fit table below before you commit: against mindless enemies, much of this kit does nothing.
How it plays
Out of combat, you're the one talking, with a social skill boosted by your best ability score. In combat, you lock down the biggest threat with Enchantment spells and use your close-range charm when something gets too near. Split Enchantment makes your slots stretch further, since a spell acting a level higher often means an extra target or a longer effect. At 14, Alter Memories lets you clean up after a charm so nobody remembers you did it.
Features by level
| Level | Feature | What it does, in short |
|---|---|---|
| 3 | Enchantment Savant | Free Enchantment spells for your spellbook: two at first, then one more with each new spell slot level. |
| 3 | Enchanting Conversationalist | Choose a social skill for proficiency, and add your Intelligence modifier to it. |
| 3 | Hypnotic Presence | Charm and incapacitate a creature within 10 feet for a short while, taking it out of the fight. |
| 6 | Split Enchantment | Certain Enchantment spells, Charm Person among them, work as if cast one slot level higher with no bigger slot spent. |
| 10 | Instinctive Charm | Redirect an enemy attack to another target. Casting an Enchantment spell with a slot refreshes it. |
| 14 | Alter Memories | Wipe what creatures remember after you charmed them with an Enchantment spell. |
Feature names and levels follow two post-release breakdowns of the book (DungeonMister and Brandes Stoddard, September 2026), which agree with each other and with Wizards' preview on what each feature does. We haven't seen the printed text ourselves, so check your copy for exact wording. Wizards' preview doesn't list which spells Split Enchantment covers; one breakdown names Charm Person, Charm Monster, Hold Person, Hold Monster and Tasha's Hideous Laughter, so confirm that in the book before planning around a spell.
Campaign fit check
Ask your DM what the campaign is mostly about, then read across.
| Campaign type | Value | Why |
|---|---|---|
| City intrigue, politics, heists | High | Social skill bonus, charm and Alter Memories all come up every session |
| Classic dungeon crawl | Medium | Control spells work; the social tools sit idle |
| Undead or construct-heavy campaign | Low | Many undead and constructs can't be charmed, which blunts the subclass |
| Mixed campaign with humanoid villains | High | Charm works on most humanoids, and Instinctive Charm helps in any fight |
Building one
- Ability scores: Intelligence first, Constitution second. Charisma isn't needed; your skill bonus runs on Intelligence.
- Skill choice: Persuasion if you'll be the party's main talker; otherwise pick whichever social skill nobody else in the group covers.
- Savant picks: Charm Person and Sleep early, Hold Person and Suggestion once you have level 2 slots, Hold Monster later.
- Backup: keep a few non-Enchantment spells like Fireball or Web for enemies that can't be charmed.
- Feats: War Caster or Resilient (Constitution); many control spells need concentration.
Who should pick it
Pick it for intrigue, politics and talkative tables. Skip it if your DM is running a horror campaign full of undead; the Necromancer or Conjurer will serve you better there.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.