Enchanter Combat Tactics for D&D 5e

  • Friends is mainly useful when in social interactions with laborers and other lower-class folk without enough political power to harm the Enchanter.
  • Tongues allows for basic communication with all types of creatures.
  • Mage Hand and Mending are minor favors that can be used to build trust.
  • Charm Person has a longer duration than Friends and prevents the target from attacking the Enchanter, making it a useful tool to postpone or prevent a likely fight. It might be boosted up to 4th level to affect multiple targets (an Enchanter saves its 5th level slots for Hold Person and Hold Monster)
  • Suggestion is the most valuable social spell in the Enchanter’s arsenal. Depending on your interpenetration of the spell, the Enchanter could force someone to truthfully answer all questions, turn them-self in to the local city watch, leave town immediately, or remove them-self from battle until the Enchanter has defeated the rest of the party.
  • Mage Armor, which protects the Enchanter in combat, is cast as a contingency measure when things seem to be heading towards a fight.
  • Invisibility is useful for hearing juicy gossip that the Enchanter can later use to their advantage. It is also an extremely useful escape hatch when negotiations fail
  • Haste is useful for getting away quickly if Invisibility is thwarted. It can also be used to boost an ally’s combat skills in the rare situation that an Enchanter actually wants to fight.
  • Hold Person is used to delay pursuers when both Invisibility and Haste fail and can also provide a significant advantage in a battle that the Enchanter chooses to fight. It will be boosted all the way to 5th level to immobilize as many opponents as possible
  • Hold Monster is used the same way as Hold Person if the Enchanter is fighting a particularly dangerous non-humanoid
  • Dominate Beast can cause a nearby animal to rampage, providing a somewhat useful distraction for an escape. However, in most situations, Haste, or Hold Person will be much better use of the Enchanter’s concentration.
  • Fireball and Magic Missile are useful for dissuading relatively weak pursuers or helping out in a battle that the Enchanter wants to fight.
  • Message is used to command the Enchanter’s allies without giving away its plans to the enemies.
  • Stoneskin can protect a melee oriented ally in a battle that the Enchanter is trying to win, and is most useful when used on an ally that will likely be attacked by 2 or more enemies at once. The range of touch means that it will only be cast before combat erupts. Once a fight starts, there’s no way an enchanter will dash into the thick of it to confer this benefit!

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