Wizard: Enchanter

Original Source: Player's Handbook

Enchantment Savant

2nd-level Enchanter feature
Choose a 1st-level Enchantment spell from the Wizard spell list. Add this spell to your spellbook in addition to the spells you normally learn each level. Whenever you gain the ability to cast Wizard spells of a new level, you may choose another Enchantment spell from the Wizard Spell list of that level or lower and add it to your spellbook.

In addition, the gold and time you must spend to copy Enchantment spells into your spellbook is halved.

Subtle Enchanter

2nd-level Enchanter feature
Starting at 2nd level, you ignore the somatic components, as well as any material components without a gold cost, for enchantment spells you cast.

Additionally, if an enchantment spell has a verbal component, you can lace the enchantment into the words you speak. Creatures have disadvantage on ability checks to identify enchantment spells you cast, and cannot tell you are casting if they cannot passively identify the spell you cast.

Instinctive Charm

6th-level Enchanter feature
As in the Player's Handbook

Enchanted Mind

10th-level Enchanter feature
Starting at 10th level, your mastery of mental magic makes you hard to influence. You cannot be Charmed or Frightened.

Additionally, choose one of the following skills: Deception, Insight, Intimidation, Persuasion. You gain proficiency in the chosen skill. If you are already proficient, you gain expertise instead.

Alter Memories

14th-level Enchanter feature
As in the Player's Handbook