Enchantment Wizard

Enchantment Savant

Starting at 2nd level when you take this subclass, you can add 1 enchantment spell to your spellbook for free. Whenever you gain a level in this class, you may add another enchantment spell to your spellbook for free.

Additionally, the time and gold it takes you to copy enchantment spells into your spellbook is halved.

Hypnotic Presence

When you cast a spell of 1st level or higher that requires concentration, you can choose one creature that you can see within 15 feet of you. If the target can see and hear you, it must succeed on a Wisdom saving throw  against your Wizard spell save DC or be charmed by you until the end of your next turn. While charmed this way, the creatures speed is 0 and they have the incapacitated condition. Creatures charmed this way get to repeat the saving throw at the end of their turn or whenever they are damaged by you or an ally. If the creature is ever further than 15 feet from you, or you lose concentration on the spell, this condition ends on them.

On subsequent turns, you can use your bonus action to maintain this charm on the affected creature.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

Once used on a creature, they have advantage on the save for 24 hours.

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.