Learn how to build and play the Disenchanter in Pathfinder: Wrath of the Righteous. Discover its unique abilities, feats, and progression to dominate spellcasters.
Alright, so you're looking at the Disenchanter in Pathfinder: Wrath of the Righteous? This class is all about shutting down enemy magic. Think of them as the ultimate anti-mage, specializing in countering sorcery and spellcasting. They're not exactly front-line brawlers, but their ability to disrupt enemy spells is invaluable.
Let's break down how they progress and what makes them tick.
Disenchanter Level Progression
Here's a look at what you gain as you level up:
| Lvl | Feat | Special 1 | Special 2 | Special 3 | Special 4 |
| 0 | - | Warpriest Proficiencies | Blessings | Blessings | Spontaneous Casting |
| 1 | Feat | Weapon Focus | - | Sacred Weapon | - |
| 2 | - | - | Fervor | - | - |
| 3 | Feat | Bonus Feat | - | - | - |
| 4 | - | - | Mystic Interference | Sacred Weapon +1 | - |
| 5 | Feat | - | - | - | - |
| 6 | - | - | Banish Enchantment | - | - |
| 7 | Feat | - | - | - | Sacred Armor |
| 8 | - | - | - | Sacred Weapon +2 | - |
| 9 | Feat | Bonus Feat | - | - | - |
| 10 | - | - | Blessings | Blessings | Sacred Armor +2 |
| 11 | Feat | - | - | - | - |
| 12 | - | Bonus Feat | - | Sacred Weapon +3 | - |
| 13 | Feat | - | - | - | Sacred Armor +3 |
| 14 | - | - | - | - | - |
| 15 | Feat | Bonus Feat | - | - | - |
| 16 | - | - | - | Sacred Weapon +4 | Sacred Armor +4 |
| 17 | Feat | - | - | - | - |
| 18 | - | Bonus Feat | - | - | - |
| 19 | Feat | - | - | - | Sacred Armor +5 |
| 20 | - | - | Aspect of War | Sacred Weapon +5 | - |
Key Abilities Explained
Bonus Feat (Disenchanter)
At levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you get a Feat. For the Disenchanter, your initial choices at level 1 are pretty focused on survivability and magic defense: Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus - Knowledge (Arcana), and Spell Focus - Abjuration. These are great for making sure you don't get blown away by enemy spells.
Things get more interesting at higher levels. From 9th level onwards, you unlock even more potent options like Dispel Synergy, Improved versions of the early feats (Improved Great Fortitude, etc.), Destructive Dispel, and Ray Shield. These really amp up your ability to counter magic and survive.
Mystic Interference
Starting at 4th level, this is where the Disenchanter really starts to shine against casters. You can grant allies within 30 feet a bonus to their saving throws against spells and spell-like abilities. This bonus starts at +1 and increases by +1 every four levels, maxing out at +5 by level 20. It's a sacred (or profane, depending on your alignment) bonus, which is great because it often stacks with other bonuses. The catch? It costs two uses of your Fervor ability, so keep an eye on your Fervor uses.
Banish Enchantment
At 6th level, you get another fantastic tool for dealing with magic: Banish Enchantment. This lets you consume two Fervor uses to cast Dispel Magic on a single creature within 30 feet. This is incredibly useful for stripping away nasty buffs from enemies or removing debilitating effects from your allies. It's a targeted dispel, so you can choose exactly who needs it most.
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