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“The greatest enemy of magic is magic.” Disenchanters have turned this saying into the crux of their career. These wizards develop an unmatched understanding of the workings of magic and use it to protect themselves against the spells of others with peak efficiency. Other spellcasters abhor the idea of facing a disenchanter, dreading to see their spells fizzle before such a master of counterspells and arcane parries, capable in return of piercing their magic defenses with nary an effort.

Disenchanters have no difficulty finding lucrative positions at the side of sovereigns or high-ranking personalities with reasons to fear that their enemies might use magic against them. The presence of a disenchanter is the guarantee of a protection from dangers against which heavily armed guards would be of little use. They are also called upon when harmful magic is at work or when an evil must be contained through means beyond the abilities of everyday people.

Magic Sensitivity

Starting at 2nd level, you develop an exacerbated sensitivity to magic auras. As an action, you can mimic the effects of a detect magic spell, with the difference that the effects only last until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest.

Arcane Shield

Also at 2nd level, you become capable of conjuring a magic shielding effect specially designed to protect you from harmful spells. When you are the target of a damage-dealing spell and are aware of the attack, you can use your reaction to raise your arcane shield.

You gain resistance against this spell’s damage and absorb part of its magic energy. You immediately regain a spell slot equal to half the level of the spell cast against you (rounded down to a minimum of 1, cantrips included). If the gained spell slot takes you above your maximum number of spell slots, you must use this extra spell slot on your next turn or lose the contained magic energy.

Once you use this feature, you can’t use it again until you finish a short or long rest.


At 6th level, you add the dispel magic and counterspell spells to your spellbook for free, provided you do not already have them. You always have these spells prepared and they don’t count against the number of spells you have prepared.

Moreover, when you cast dispel magic or counterspell, you add your proficiency bonus to the spellcasting ability check made to disrupt the spell.

Magic Resilience

Beginning at 10th level, you add your proficiency bonus to all saving throws against spells and magical effects, even if you are not proficient in the saving throw.

Additionally, when you are concentrating on a spell and fail a Constitution saving throw to maintain it, your spell remains active until the start of your next turn instead of ending immediately.

Arcane Perturbation

Starting at 14th level, your spells are capable of breaking your enemies’ protections, leaving them momentarily defenseless, at the mercy of you and your allies’ attacks. When you cast a spell targeting one or several creatures (this includes area-effect spells), you can use your bonus action to designate one of the targets, which must make a Charisma saving throw. If it fails, you can either remove the creature’s resistance to the type of damage inflicted by your spell (if applicable) or turn the creature’s immunity to this type of damage into resistance (again, if applicable). This effect immediately applies to the spell you just cast and lasts until the start of your next turn.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp