+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+9 | Strength | |
+1 | Dexterity | |
+8 | Constitution | |
+4 | Intelligence | |
+2 | Wisdom | |
+5 | Charisma |
+1 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+5 | Athletics | STR | |
+9 | Deception | CHA | |
+8 | History | INT | |
+2 | Insight | WIS | |
+9 | Intimidation | CHA | |
+4 | Investigation | INT |
+2 | Medicine | WIS | |
+4 | Nature | INT | |
+6 | Perception | WIS | |
+5 | Performance | CHA | |
+5 | Persuasion | CHA | |
+4 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Conjured Weapon | +12 | STR | 1d10+3+5 | ||
Overwhelming Energy | +9 | STR | 3d10+5 | force | |
Energy Beam | +9 | STR | 3d10+5 | force |
The statblocks of your Weapons, armor and other important/magical equipment
Armor (Heavy)
Varies
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy | 16 | 13 | Yes |
Cost: 75 GP
Weight: 55 lbs
The statblocks of your class features
Enigmas draw from the Magic of the world however they cannot do so without a trade, they must spend energy in order to perform their abilities, they might regain this energy by use of specific abilities or by hiting succesfully with their summoned weapon attacks, each 2 attacks will regain 1 DE.
Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
At 1st level, for 1 Dark Energy, 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.
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.
Level 2
Starting at 2nd level, for 1 Dark Energy Point 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 wings to fly. You gain a flying speed of 60 ft, 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 ft 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.
Level 3
Beginning at 3rd level, you can use your action and 1 Dark Energy Point to fire a sustained beam of immense energy from your open palm to any target within 100 ft. 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 and points 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 for 2 DE points, 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.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Base Height | Base Weight | Height Modifier | Weight Modifier |
---|---|---|---|
4'8" | 110 lb. | + 2d10 | × ( 2d4 ) lb. |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Tool
Common
This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Cost: 15 gp
Weight: 5 lbs
Tool
Common
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a visual disguise.
Weight: 3 lbs