DnD Creativa-Mysteries of the Old World
Enigma, as their class name suggests, are mysterious creatures of power and difficult to understand. The first Enigmas were created to rival the Celestial and Fiends by a humanoid race long forgotten. There are only 10,000 Enigma in existence and every Enigma knows one another by name. Their creators gave every Enigma the ability to speak Celestial, Abyssal, and Infernal. Inside every Enigma, a crystal of tremendous energy exists where the heart of a normal humanoid would be. Crystal color vary from Enigma to Enigma. Externally, every Enigma looks like the epitome of humanoid physiology with a few major differences. Enigma possess on their back artificial, mechanical wings that are highlighted the same color as their crystal. The Enigmas wings are created from a shard of their internal crystal and can be can be created or destroyed at will. When using their abilities their eyes and veins also glow the color of their crystal. This gives the obvious impression that they are indeed artificial beings. Every Enigma possess a unique type of weapon. This weapon is created from a shard of their internal crystal and the weapon can be created and destroyed at will. If an Enigma is slain their bodies return to the crystal which then houses the Enigma until it is able to recreate its form. The crystal Plane Shifts to a random location and/or plane of existence. An Enigma can remain in its crystal for 1 minute or 10,000 years depending on the level of damage sustained. This crystal is a source of immense energy. So much that crystals with Enigma within or Amor Stones can be used to power entire cities. A humanoid with no magical talent possessing an Amor Stone gain unimaginable magical abilities. New adventuring Enigma have just resurrected from their crystals to seek meaning to their lives of almost unlimited power and potential.
hit dice:
1d12
hit points at 1st level:
12+Constitution modifier
hit points at higher levels:
1d12 (or 7) + Constitution modifier per Enigma level after 1st
armor proficiencies:
Medium, Heavy
weapon proficiencies:
Enigma Crystal Weapon
tools:
Darkvision mode up to 120 feet
saving throws:
Strength and Constitution
skills:
Choose two from Arcana, Deception, History, Insight, Intimidation, Perception, Persuasion, Religion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) Scale Mail or (b) Chain Mail
Dungeoneer's Pack
Explorer's Pack
spellcasting:
class features:
Enigma Ability Modifiers
Enigma ability save DC = 8 + your proficiency bonus + your charisma modifier
Enigma ability attack modifier = your proficiency bonus + your charisma modifier
Conjure Weapon
At 1st level, you magically call your +1 weapon as a bonus action. The weapon remains until you die, or until dismissed as a bonus action. The weapon deals 1d10 slashing, piercing, or bludgeoning damage depending on the weapon type. The attacks with this weapon count as magical. At 5th level Conjure Weapon is a +2 weapon, 10th level Conjure Weapon is a +3 weapon, 15th level Conjure Weapon is a +4 weapon, and at 20th level Conjure Weapon is a +5 weapon.
Overwhelming Energy
At 1st level, you can use your action to make energy resonates in a free hand to engulf a creature you try to touch. Make an attack roll, on a hit the target takes 1d10 force damage and must make a DC constitution save or be stunned until the end of its next turn. At 4th level Overwhelming Energy does 2d10, 8th level Overwhelming Energy does 3d10, 14th level Overwhelming Energy does 4d10 and again at 17th level Overwhelming Energy does 5d10. You can use this feature an amount equal to your charisma modifier. You regain all uses of this feature whenever you finish a short or long rest.
Flight
Starting at 2nd level, you magically call your wings as a bonus action. The wings remain for 1 minute, until you die, or until dismissed as a bonus action. You can use your mechanical wings to fly. You gain a flying speed of 60 feet, and can hover. You can use your flight time all at once or in several shorter flights, If you are flying when the duration expires, you descend at a rate of 60 feet per round until you land. You regain 1 seconds of flying capability for every 1 minute your wings aren't in use. Every level gained increases your flight time by 1 additional minute and at 20th level you can fly indefinitely.
Energy Beam
Beginning at 3rd level, you can use your action to fire a sustained beam of immense energy from your open palm to any target within 100 feet. Make a ranged attack roll, on a hit the target takes 1d10 force damage and its movement speed is halved until the end of your next turn. On each of your turns, you can use your action to deal 1d10 force damage to the target automatically. The damage from this feature ends if you use your action to do anything else or the target has total cover. At 8th level Energy Beam does 2d10, 12th level Energy Beam does 3d10, and again at 17th level Energy Beam does 4d10. You can use this feature an amount equal to your charisma modifier. You regain all uses of this feature whenever you finish a short or long rest.
Blur
Beginning at 3rd level, you gain the feature Blur. As a bonus action your body becomes blurred, shifting and wavering to all who can see you. For the duration (until the start of your next turn), any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. You can use this feature amount equal to your charisma modifier. You regain all uses of this feature whenever you finish a short or long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Parry & Shield
At 6th level, you gain the Parry reaction. You add your proficiency modifier to your AC against one melee attack that would hit it. To do so you must see the attacker and be wielding your weapon. You may also use the "shield' feature as a bonus action once per short or long rest, where a barrier of magic force appears and protects you. Until the start of your next turn you have a +5 bonus to AC, including against the triggering attack and you take no damage from magic missile.
Comprehend Language
At 7th level, you gain the feature Comprehend Language. You can use this feature as an action without the components necessary for lesser beings. For 1 hour you understand the literal meaning of any spoken language that you hear. You also understand any written language that is seen, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. Once you've used this feature, you can't use it again until you've finished a short or long rest.
Energy Ball
At 9th level, you can use your action to create a 30 ft ball of crackling energy that bursts from your hand and streaks toward any targets within 120 feet. Make a ranged attack roll, on a hit the targets takes 4d10 force damage and must make a DC constitution save or be paralyzed until the end of its next turn. At 16th level, the damage of your energy ball feature increases to 8d10. You can use this feature an amount equal to your charisma modifier. You regain all uses of this feature whenever you finish a short or long rest.
Banishing Smite
At 9th level, you gain the feature Banishing Smite. As a bonus action you can cast Banishing Smite and the next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends (spell ends after 1 minute) at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You can use this feature amount equal to your charisma modifier. You regain all uses of this feature whenever you finish a short or long rest.
Dive Attack
At 10th level, when you are flying, you can use your action to dive at a target 15 to 30 feet from your occupied space and use your momentum to empower your swing then return to your previous position. You gain advantage on the attack roll, your attack deals an extra 2d10 slashing, piercing, or bludgeoning damage depending on the weapon type. The target is stunned until the end of your next turn.
Healing Energy
At 11th level, you can use your action to touch a target and using your massive pool of reserve energy, floods the target with powerful energy that mends bones and closes wounds. Healing Energy restores 4d10 hit points to the target. At 16th level Healing Energy restores 8d10 hit points. You can use this feature amount equal to your charisma modifier. You regain all uses of this feature whenever you finish a short or long rest. As a bonus action you may touch one willing creature and cure them of one disease, or neutralize one poison affecting them. Alternatively you may end one status effect on them. This feature has no effect on undead or constructs.
Energy Blast
At 13th level, you can use your action to generate 4 blasts of crackling energy that surround you before streaking at targets within 120 feet. You can direct them at one target or several. Each Energy Blast home in on enemies including ones you could see on the prior turn, able to go around or over obstacles. Make a ranged attack roll for each blast, on a hit each Energy Blast deals 5d10 force damage. At 18th level each Energy Blast deals 10d10.
Forcecage
At 13th level, you gain the feature Forcecage. You can use this feature as an action without the components necessary for lesser beings. When used an immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range(120 feet, lasting up to an hour). The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any Spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a DC charisma save. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by Dispel Magic. Once you've used this feature, you can't use it again until you've finished a short or long rest.
Teleport
At 14th level, you can use your movement or action to teleport, along with any equipment you are carrying, up to 120 feet to an unoccupied space you can see. If you use this as an action and teleport directly passed an enemy, you can make a surprise attack against them. You can use this feature an amount equal to your proficiency bonus. You regain all uses of this feature whenever you finish a short or long rest.
Energy Armor
At 15th level, you can use a bonus action to cast Energy Armor on yourself. While active Energy Armor grants you resistance to all types of damage. You also gain immunity to status effects, charm effects, and fear effects. While wearing this armor, you cannot be incapacitated by any means. You can dismiss Energy Armor as a free action or sustain it for up to 10 minutes. You can use this feature an amount equal to your proficiency bonus. You regain all uses of this feature whenever you finish a short or long rest.
Annihilation Energy
At 17th level, you can use your action to hurl your weapon at an enemy or at a point on the map within 150 feet. With a clinch of your fist or the whisper of a power word your weapon bursts into an intense energy explosion. Each enemy within a 50-foot-radius sphere must make a DC constitution save or take 20d6 force damage and be paralyzed on a failed save, or half damage and is stunned on a successful one. Your weapon automatically recalls to your hand after the action. You can use this feature amount equal to your charisma modifier. You regain all uses of this feature whenever you finish a short or long rest.
Plane Shift
At 17th level, you gain the feature Plane Shift. You can use this feature as an action without the components necessary for lesser beings. You just need to know the name of the location and a general description of how it looks. Once you've used this feature, you can't use it again until you've finished a short or long rest.
Extra Attack
At 18th level, you can attack three times, instead of two, whenever you take the Attack action on your turn. One of these attacks will automatically crit if you succeed in making all three attack rolls.
Legendary Resistance
At 20th level, if you fail a saving throw or ability check, you can choose to succeed instead. You may use this ability an amount of times equal to your charisma modifier then must finish a long rest to use it again.
subclass options: