Enchanter Powers (3)

Explore a collection of Enchanter Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

Browse all powers by theme

Enchantment Adept

Spellcasting

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

1/day each: Charm Person, Command, Invisibility, Suggestionc*

Reactions

Protective Charm (1/day). Whenever a visible creature within 30 feet of the wizard targets it with an ability, spell, or attack roll, the wizard may use its reaction to cast an Enchantment spell (indicated with a *) from its Spellcasting trait targeting that creature.

Used by Enchanter Mage Adept (CR 4)


Enchantment Master

Spellcasting

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

2/day each: Charm Person, Command, SuggestionÈ»

1/day each: Hold Personc, Fearc, Hypnotic Patternc

Reactions

Protective Charm (1/day). Whenever a visible creature within 30 feet of the wizard targets it with an ability, spell, or attack roll, the wizard may use its reaction to cast an Enchantment spell (indicated with a *) from its Spellcasting trait targeting that creature.

Used by Enchanter Mage (CR 6)


Enchantment Expert

Spellcasting

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

3/day each: Charm Person, Command, SuggestionÈ»

2/day each: Hold Personc, Fearc, Hypnotic Patternc

1/day each: Dominate Monsterc, Feeblemind

Reactions

Protective Charm (1/day). Whenever a visible creature within 30 feet of the wizard targets it with an ability, spell, or attack roll, the wizard may use its reaction to cast an Enchantment spell (indicated with a *) from its Spellcasting trait targeting that creature.

Used by Enchanter Archmage (CR 12), Enchanter Primagus (CR 16)