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Enchanter Battlesuit (Stage 1).png 3.2 MB
Enchanter Battlesuit (Stage 2).png 1.3 MB
Enchanter Battlesuit (Stage 3).png 1.5 MB
Enchanter Battlesuit (Complete).png 1.6 MB
December 3, 2025

Class: Enchanter

Conceptual Reality Tier: Null

Pre-requisites: Enhancer (At least Level 10)

Can fuse into: Advanced Enchantment

<Lore Description>

An Enchanter is a special type of Enhancer, specializing in the ability of Enchantment. Going beyond merely enhancing their own bodies and immediate tools they are holding, Enchanters are able to permanently imbue various tools, weapons and armour with Enhancer Ki, enhancing their various properties. They can make weapons sharper and lighter, and make armour more durable and resilient. Weapons and armour that have been enchanted are often shown to possess a faint iridescent glow on them.

The requirements for an Enhancer to become an Enchanter is quite high. On top of having at least partial mastery of Enhancement, one must also have high creativity, wisdom and focus, the bare minimum requirements to properly imbue their power into their weapons and armour. But such trials are worth it, for the Enchanters have a greater scope of use in the job market beyond being warriors - also being of great use to merchants, blacksmiths and even scientists.

Similarly to their parent class, Enchanters have partial affinity for Emission and Transmutation, and are completely unable to use Evocation.

<Class Description>

Fighting Style: Damage, Support

Combat Difficulty: 2/4

Armor Proficiencies: Light

Weapon Proficiencies: Simple Weapons, Martial Weapons that have the Light property

Tools: Calligrapher's supplies

Saving Throws (Masteries): Dexterity, Wisdom

Skills: Stealth, Survival

<Class Features>

As an Enchanter, one gains the following class features, upon reaching the specified levels of proficiency in this class:

  • Level 1: Protection

    • This enchantment enhances weapons and armour, making them more resilient and durable, blocking off greater amounts of damage without breaking or rending.

  • Level 2: Lightness

    • This enchantment enhances both weapons and armour, making them lighter and easier to wield. It must be noted that the actual mass of the enchanted objects do not change, merely the feeling of it.

  • Level 3: Sharpness

    • This enchantment enhances swords and other bladed objects, letting them strike and slice with more force and damage.

  • Level 4: Power

    • This enchantment enhances bows and firearms, making projectiles hit with much greater force and impact.

  • Level 5: Density

    • This enchantment enhances maces and other blunt-force objects, simulating greater density and letting them strike down with greater force. It must be noted that the actual density of the enchanted objects do not change, merely the feeling of it.

  • Level 6: Knockback

    • This enchantment enhances both melee and projectile weapons, giving them an additional forceful punch, that pushes back opponents further back with every hit.

  • Level 7: Quick Charge

    • This enchantment enhances projectile weapons, making them easier to draw, load or charge.

  • Level 8: Piercing Edge

    • This enchantment enhances both melee and projectile weapons, reducing their kinetic energy loss in every attack, letting the user fluidly attack multiple opponents with a single swing or shot.

  • Level 9: Sand Speed

    • This enchantment enhances boots, letting the user travel on sand and other uneven terrain as if they were on level ground.

  • Level 10: Feather Falling

    • This enchantment enhances boots, reducing the effects of fall damage.

  • Level 11: Depth Strider

    • This enchantment enhances boots and weapons, making them unhampered by the power of the tides, letting the user move and attack underwater, as fluidly as they would be on land.

  • Level 12: Projectile Protection

    • This enchantment enhances weapons and armour, making them very resilient against projectile attacks. This amplification is much greater than that of regular Protection. Cannot be stacked with other Protection types.

  • Level 13: Blast Protection

    • This enchantment enhances weapons and armour, making them very resilient against explosive attacks and knockback. This amplification is much greater than that of regular Protection. Cannot be stacked with other Protection types.

  • Level 14: Magic Protection

    • This enchantment enhances weapons and armour, making them very resilient against magic spells of any kind. This amplification is much greater than that of regular Protection. Cannot be stacked with other Protection types.

  • Level 15: Curse Protection

    • This enchantment enhances weapons and armour, making them very resilient against Curses and Wither Sickness of any kind. This amplification is much greater than that of regular Protection. Cannot be stacked with other Protection types.

  • Level 16: Breach

    • This enchantment enhances both melee and projectile weapons, allowing them to pierce and break armour more easily.

  • Level 17: Loyalty

    • This enchantment links a melee weapon with its user, letting them return to their user after being thrown.

  • Level 18: Stealth

    • This enchantment enhances armour, making its wearer harder to detect and sense by opponents.

  • Level 19: Thorns

    • This enchantment adds a rebound effect to armour, letting them reflect off a portion of physical damage back to the attacker.

  • Level 20: Mending

    • This enchantment gives weapons and armour self-repairing properties, letting them repair damage provided that no pieces are fully broken off.

Sources: Minecraft (incl. Modded Minecraft), OC

Character Base: Ranime98's OC