The Enigma

by Tatarius

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The Enigma

The Enigma
Level Proficiency Bonus Features Psionic Dice Psi Points
1st +2 Psionic Pulse, Psionic Ward, Psi Points 2d4 1
2nd +2 Psionic Meditative Trance, Psionic Knowledge 2d4 2
3rd +2 Major Discipline 2d4 3
4th +2 Ability Score Improvement 2d4 4
5th +3 Minor Discipline, Greater Psionic Pulses 3d4 5
6th +3 Major Discipline, Discipline Improvement 3d4 6
7th +3 Greater Psionic Ward 3d4 7
8th +3 Ability Score Improvement 3d4 8
9th +4 - 4d4 9
10th +4 Major Discipline, Discipline Improvement 4d4 10
11th +4 Greater Psionic Spellcasting 4d4 11
12th +4 Ability Score Improvement 4d4 12
13th +5 - 5d4 13
14th +5 Major Discipline, Discipline Improvement 5d4 14
15th +5 Limit Break 5d4 15
16th +5 Ability Score Improvement 5d4 16
17th +6 - 6d4 17
18th +6 Major Discipline, Discipline Improvements 6d4 18
19th +6 Ability Score Improvement 6d4 19
20th +6 Psionic Mastery 6d4 20

Class Features


  • As a Enigma, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per Enigma level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your
  • Constitution modifier per Enigma level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Pick one from Strength, Intelligence or
  • Charisma, and Pick another from Dexterity, Constitution,
  • or Wisdom.
  • Skills: Choose 3 skills of your choice.

Equipment


  • You start with the following equipment, in addition to the
  • equipment granted by your background:
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers

Psi Points


  • At 1st level you gain 1 Psi point, and gain a number of Psi
  • points listed on the Enigma table at the corresponding
  • levels. These Psi Points fuel various Enigma features. You
  • regain all spent Psi Points when you finish a long rest.

Psionic Ability

  • When you use spell or feature that requires an attack roll
  • or a forces a creature to make a saving throw with a
  • feature granted by the Enigma class, you choose which
  • ability score you are using before the roll. This will change
  • what Ability Score Modifier is applied to your Enigma Save
  • DC and Enigma Attack Modifier as follows:

    Enigma Spell Save DC = 8 + your proficiency bonus + one Ability Score Modifier of your choice
    Enigma Spell Attack Modifier = your proficiency bonus + one Ability Score Modifier of your choice

Psionic Pulse


  • Starting at 1st level, you are able to focus your mind and
  • expend a pulse out, affecting the real world. As an action,
  • you may extend out a psychic beam to a target of your
  • choice within 60 feet of you. Make an Enigma Spell Attack
  • roll. On a hit, the creature takes psychic damage equal to
  • your Psionic Dice + the ability score modifier you chose
  • for the attack, then you cause an additional effects,
  • depending on the ability score used for the attack:

    Strength: The Target must succeed on a Strength Saving throw or they are knocked back 10 ft. or brought 10 ft closer to you.
    Dexterity: The Target must succeed on a Dexterity Saving throw or their movement speed is reduced by 10 ft until the end of your next turn.
    Constitution: The Target must succeed on a Constitution Saving throw or its hit point maximum is reduced by an amount equal to the damage dealt until it finishes a long rest and it can't regain hit points until the end of your next turn.
    Intelligence: The Target must succeed on a Intelligence Saving throw or they subtract 1d4 from the next saving throw they make before the end of your next turn.
    Wisdom: The Target must succeed on a Wisdom Saving throw or they subtract 1d4 from the next ability check they make before the end of your next turn.
    Charisma: The Target must succeed on a Charisma Saving throw or they subtract 1d4 from the next attack they make before the end of your next turn.

  • In addition, you may push your limits on your Psionic
  • Pulse, you may expend a number of Psi Points or a Hit
  • Dice up to your proficiency bonus to add that many d12s
  • to the damage of the Psionic Pulse. You then take damage
  • equal to the amount rolled which can’t be reduced in any
  • way.

Psionic Ward


  • Also at 1st level, the Enigma gains the ability to
  • subconsciously protect itself. The ward isn’t physically
  • visible, however attacks and effects can be seen
  • interacting with it. You gain the following features:

  • After you make a Death Saving throw, you can expend one hit die to add it to the roll. Once you use this to Successfully make a Death Saving throw, you can not use it again until you finish a long rest.
  • You have a ward that has hit points equal to your Enigma level. The ward regains all hit points at the start of your turn. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
  • While your ward has at least 1 point, your AC is 10 + your two highest ability score modifiers. If you are wearing light armor, you choose which AC to use.

Psionic Meditative Trance


  • Starting at 2nd level, you have learned to train your mind,
  • being aware of your surrounding even while resting. You
  • gain the Psionic Meditative Trance feature:

    You don't need to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. You are still completely aware of your surroundings, using your senses available to you, as if actively watching.

  • In addition, once per long rest, when you take a short rest,
  • you may recover a number of Psi points equal to half your
  • Enigma level, and you also regain half your Proficiency
  • Bonus, rounded up, in Hit Dice. Your Psi Points and Hit
  • Dice can never exceed your Enigma level from this
  • feature.

Psionic Knowledge


  • Starting at 2nd level, when you finish a long rest, you can
  • choose up to 3 skills or tools you do not have proficiency
  • in. You may add half your proficiency bonus to the chosen
  • skills or tools until you finish your next long rest.

Major Disciplines


  • Starting at 3rd level, you learn the Metacognition Major
  • Discipline and 1 additional Major Discipline of your choice.
  • An Enigma learns 1 additional Major Disciplines at 6th,
  • 10th, 14th, and 18th level. You learn all spells listed of
  • your highest Power level or less of all Major Disciplines
  • you have learned. Power level of newly gain Disciplines
  • start at power level 1.

  • See Appendix for more details on what powers for Major
  • Disciplines learned are available.

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.

  • Using the optional feats rule, you can forgo taking this
  • feature to take a feat of your choice instead.

Minor Discipline


  • Starting at 5th level, you gain the corresponding Minor
  • Discipline while channelling to all Major Disciplines you
  • know and they share the same power level.

  • In addition, you learn to Channel a Minor Discipline as a
  • bonus action. You may only Channel 1 Minor Discipline
  • at a time.

  • See Appendix for more details on benefits of Channeling a
  • Minor Discipline

Greater Psionic Pulses


  • Starting at 5th level, when you use your Psionic Pulse
  • feature, you may shoot out target two creatures instead
  • of one. You use the same attack roll for each pulse and if
  • you spend a Psi Point or hit die to increase the damage,
  • you increase the damage against all creatures that you hit
  • with the attack.


Discipline Improvement


  • At 6th level, and again at 10th level, 14th level, and 18th
  • level, all your Major Disciplines learned have their power
  • level increased by 1. Minor Disciplines channeled now
  • match this new power level.

Greater Psionic Ward


  • Starting at 7th level, when a creature that you can see
  • within 30 feet of you takes damage, you can use your
  • reaction to cause your Psionic Ward to absorb that
  • damage. If this damage reduces the ward to 0 hit points,
  • the warded creature takes any remaining damage. You
  • can use this feature a number of times equal to your
  • proficiency bonus and you regain all expended uses
  • when you finish a long rest.

  • In addition, each round your Psionic Ward hasn't negated
  • any damage, the Ward's maximum value is increased by a
  • value equal to your proficiency bonus. This stacks for a
  • number of rounds up to your proficiency bonus. Once you
  • successfully reduce any damage with your ward, the ward
  • refreshes anew, starting the cycle over again.

Greater Psionic Spellcasting


  • Starting at 11th level, you may push your limits on spells
  • you have learned from the Enigma Class. When you cast a
  • spell granted from a Major Discipline, of Power level 1 or
  • higher, you may spend Hit Dice or Psi points equal to the
  • Power level of spell cast, If you do, you may do one of the
  • following:
  • You may add to 1 instance of damage or healing equal to your Psionic Dice. The damage type is the same as the spell it is used on.
  • You may impose your Psionic Pulses Secondary effect to all the spells affected creatures.

Limit Break


  • Starting at 15th level, you can enter a Limit Break State for
  • 1 minute as a bonus action. While in this Limit Break State
  • and you are not incapacitated you gain the following
  • benefits:

  • A Enigma feature that costs at least one Psi Point to use costs 1 less, minimum 0.
  • When you use Psi points or Hit Dice to add d12's to a Psionic Pulse or Greater Psionic Spellcasting feature, the damage can be mitigated by your Psionic Ward.
  • Enigma Spell Save DC's are Increased by 1 and your Enigma Spell Attack Modifier increases by 1 for the duration.
  • You ignore the effects of the exhausted condition while in this state.

  • Once you use this feature, you can not use it again until
  • you finish a long rest or spend 10 Psi Points to do so
  • again.

Psionic Mastery


  • At 20th level, when you roll initiative, you regain Psi Points
  • equal to your Proficiency bonus, up to a maximum equal
  • to your Enigma level.

  • Furthermore, You may also swap out your Psionic
  • Knowledge feature when you finish a short or long rest to
  • the next Short or long rest.

Major Disciplines


  • You gain access to all spells in Major Disciplines you know
  • at their power level in them and below. Depending on the
  • Power level, you gain a limited number of uses for each
  • Power level. if you have no uses left of that power level,
  • you can spend Psi Points equal the Power level to cast it
  • again.

  • You can cast non-Metacognition power level 0 spells as
  • bonus actions a number of times per day equal to your
  • proficiency bonus, and casting any power level 0 spell as a
  • bonus action doesn't limit the casting of leveled spells
  • with your action. Otherwise, you may cast all cantrips
  • learned from the Enigma class as normal.

  • You can cast Power level 1 spells a number of times equal
  • to your proficiency bonus per long rest.

  • You can cast Power level 2 spells a number of times equal
  • to half your proficiency bonus, rounded up, per long rest.

  • You can cast Power level 3 and 4 spells once per long rest.

  • You can only cast Power level 5 spells by spending 5 Psi
  • Points. If you attempt to cast more than 1 Power level 5
  • spell per long rest, you gain a level of exhaustion.

    Metacognition: An Enigma that utilizes this discipline is able to expand their mind and understanding of the world, and in doing so enhances there senses, as well as potentially others for a short period of time, overcoming physical barriers and extreme distances at it's most powerful.
    Metagenesis: An Enigma that utilizes this discipline is able to create things through the raw connection to the Astral Plane, bringing them into existences with their mind.
    Metakinesis: An Enigma that utilizes this discipline is able to to interact with the world at a distance, moving objects, or creating effects such as things spontaneously combustion, while achieving a mental connection.
    Metamorphing: An Enigma that utilizes this discipline is able to augment and change their own physiology, allowing the Enigma to heal greivous wounds, gain new biological aspects, and at extreme cases, morphing their own form into another.
    Metatethering: An Enigma that utilizes this discipline is able to augment their own mental strength, weaken the mental strength of others, and create telepathic tethers to the minds of others. This may be used to influence a creature or completely dominate them at the most extremes.
    Metatraversion:An Enigma that utilizes this discipline is able to augment the literal space between two objects, potentially teleporting from one space to the next. When the Enigma's power grows in this discipline, they can manipulate time itself, allowing great feats to be done so in a shorter amount of time.


Major Discipline Spell List

Metacognition Major Disciplines Spells learned
Power
Level
Spells Learned
0 True Strike, Vicious Mockery
1 Detect Magic, Augury, Enhance Ability
2 Clairvoyance, Tongues, Arcane Eye
3 Contact Other Plane, Scrying, Modify Memory
4 Etherealness, Demiplane
5 Foresight, Astral Projection

Metagenesis Major Disciplines Spells learned
Power
Level
Spells Learned
0 Minor Illusion, Create Bonfire
1 Spiritual Hammer, Mirror Image, Find Familiar
2 Conjure Animals, Call Lightning, Banishment
3 Creation, Force Wall, Summon Draconic Spirit
4 Forcecage, Reality Break
5 Prismatic Wall, Storm of Vengeance

Metakinesis Major Disciplines Spells learned
Power
Level
Spells Learned
0 Mage Hand, Produce Flame
1 Shield, Heat Metal, Scorching Ray
2 Fireball, Pulse Wave, Gravity Sinkhole
3 Telekinesis, Cloud Kill, Gravity Fissure
4 Reverse Gravity, Incendiary Cloud
5 Meteor Swarm, Dark Star
Metamorphing Major Disciplines Spells learned
Power
Level
Spells Learned
0 Resistance, Primal Savagery
1 Feather Fall, Barkskin*, Enlarge/Reduce
2 Fly, Greater Invisibility, Polymorph
3 Heal, Tasha's OtherWorldly Guise
4 Regenerate, Animal Shapes
5 Shapechange, True Polymorph
Metatethering Major Disciplines Spells learned
Power
Level
Spells Learned
0 Message, Mind Sliver
1 Charm Person, Detect Thoughts, Tasha's Mind Whip
2 Hypnotic Pattern, Dominate Beast, Sending
3 Synaptic Static, Rary's Telepathic Bond, Dominate Person
4 Telepathy, Dominate Monster
5 Psychic Scream, Mind Blank
Metatraversion Major Disciplines Spells learned
Power
Level
Spells Learned
0 Dimension Anchor*, Temporal Lethargy*
1 Gift of Alacrity, Misty Step, Vortex Warp
2 Haste, Slow, Dimensional Door
3 Arcane Gate, Scatter, Temporal Shunt
4 Teleport, Scatter
5 Time Stop, Gate


Minor Disciplines


  • The effects of the minor disciplines are active while the
  • Discipline is being actively Channeled. If an effect says it is
  • "Always Passive", it is active even when that Discipline
  • isn't being actively Channeled. As a bonus action, you can
  • actively channel a discipline you know, gaining all benefits
  • of that discipline's power level and lower. You can only
  • have one discipline active at a time.
Metacognition Minor Disciplines
Power Level Actively Channeled Discipline Passives
Always Passive Darkvision out to 60 ft, or your Darkvision improves by 30 ft if you already have it. Dim light does not impose disadvantage on Perception checks. You also have Advantage on Wisdom Saving Throws.
1 Vicious Mockery and True strike effects half PB (rounded up) number of additional attacks from the target creature.
2 You can Cast Guidance Cantrip and can be used on targets up to 30 feet away. Increase the range of Vicious Mockery and True Strike by 30 ft. You also gain resistance to Psychic damage.
3 Gain True sight out to 60 ft.
4 May cast True Strike, Vicious Mockery, and Guidance as a bonus action, reaction or an action. You also gain immunity to Psychic damage.
5 Gain Blind Sight out to 30 ft.

Metagenesis Minor Disciplines
Power Level Actively Channeled Discipline Passives
Always Passive Gain advantage on Ability Checks to discern Illusions, and can interact with an Illusions up to a distance of 60 ft and other creatures have disadvantage on Ability checks to discern Illusions you make. You also have Advantage on Charisma Saving Throws.
1 When you cast Minor Illusion or Create Bonfire, create a number of additional 5 ft cubed or squared area of effects equal to half your PB (rounded up)
2 Can change damage type of spells and abilities that deal one of the following damage types Acid, Cold, Fire, Lightning, Poison, into Psychic or Force damage instead. In addition, when you create an effect that fills a 5ft cube or square, you may increase the size to a 10 ft cube or square instead.
3 Enigma Spells that you cast that create effects that are stationary after casting, you may as a bonus action move those effects within 60 feet of you up to 5 ft times your Proficiency Bonus towards or away from you, to a new location. Effects that have the clause "When a creature enters the area for the first time on a turn" immediately interact with said effect.
4 Engima Spells that you voluntarily lose concentration on last for an additional 1d4 rounds.
5 Double the duration of any Enigma Spell or feature that creates an Object or Creature.

Metakinesis Minor Disciplines
Power Level Actively Channeled Discipline Passives
Always Passive When you cast spells from your Enigma Class, or use your Psionic Pulse, you add your Proficiency bonus to all damage rolls. You gain Advantage on Ability Checks made to escape a grapples. You also have Advantage on Strength Saving Throws.
1 When you cast Mage Hand, the Range is extended by 5ft times your Proficiency Bonus, and the hand can be made invisible. The Mage Hand spell's duration last until it is dispelled, and will appear next to you if is is moved or becomes out of range of you.
2 Spells you cast may originate from an active Mage Hand spell. In addition, you may transform any spells or effect you make that deal Force or Psychic damage into Fire, Cold, Lightning, Acid or Poison damage.
3 You may effect one Size category larger with spells and effects that limit creature size. If you force target creature to move or attempt to grapple or restrain target creature with a spell, and you have a Mage Hand active within 5ft of the target creature, you may impose Disadvantage on the Saving Throw and Ability checks needed to escape.
4 Any Enigma spell or effect the Enigma creates that moves a target may move them an additional 5 ft per PB bonus in the same direction as the listed spell or effect. Moving a Creature into a Solid surface with an Enigma Spell or effect deals additional damage equal to half your Enigma level.
5 All spells that deal Acid, Cold, Fire, Lightning, or Poison have lingering damage effects. A creature you have dealt one of these damage types to must use an action to remove the Lingering damage, or take additional damage at the end of their turn equal to your Enigma level.

Minor Disciplines (Continued)




___
Metamorphing Minor Disciplines
Power Level Actively Channeled Discipline Passives
Always Passive You have advantage on Death Saving throws. You also have Advantage on Constitution saving throws.
1 Gain a 5 ft bonus to your Speed, and gain a Climbing Speed with the Spider Climbing trait equal to your Speed. If you already have a Climbing Speed from another Source, you may add 20 ft to the Climbing Speed, and gain the Spider Climbing trait if you don't have it already.
2 Gain a number of additional attacks with Primal Savagery equal to half your PB (rounded up)
3 Choose one of the following (Acid, Cold, Fire, Lightning, or Poison) You gain resistances to that damage type. You may choose to change this resistance each time you Channel this Discipline.
4 Your current and maximum hit points increase by 3 per Enigma level.
5 Gain an additional 5 ft to your Speed, and gain a Flying Speed with the hover trait equal to your Speed. If you already have a Flying Speed from another source, you may add 20 ft to the Flying Speed, and gain the Hover trait if you don't have it already.

Metatethering Minor Disciplines
Power Level Actively Channeled Discipline Passives
Always Passive You may activate Enigma Spells without using Verbal and Somatic components. You also have Advantage on Intelligence Saving Throws.
1 When you cast Message or Mind Sliver, can effect a number of additional targets equal to half your PB (rounded up)
2 Your Psionic Pulse Ignores half and three-quarters cover. In addition, when you cast Message, the range of the spell is increased by an additional 100 ft times your Proficiency bonus.
3 Creatures who fail their saving throw against your Mind Sliver cantrip, have vulnerability to the next instance of damage taken before the end of your next turn.
4 Gain Immunity to the Charmed and Frightened Conditions. Creatures you have a telepathic link to gain Advantage on Saving throws vs getting and recovering from the Charmed and Frightened conditions.
5 Creatures of your choice that you have dealt damage to on your turn must make a Intelligence Saving throw at the start of their next turn or take Psychic damage equal to your Enigma level.

Metatraversion Minor Disciplines
Power Level Actively Channeled Discipline Passives
Always Passive The Enigma may move through Enemy Squares as if they were allies. Opportunity Attacks occur as normal. Moving Through an Allied Square doesn't cost extra movement. You also have Advantage on Dexterity Saving Throws.
1 Gain a bonus to Initiative Equal to half your Proficiency Bonus, rounded up. In addition, you may cast Dimensional Anchor Profieciency Bonus times per long rest before needing to make the DC 15 Constitution saving throw to prevent exhaustion.
2 When you use a spell that Teleports you. Appear 10 ft times your Proficiency Bonus further away than the spells or effects description.
3 When you Teleport, you may bring along a number of additional creature within 10 ft of you equal to half your proficiency bonus, rounded up.
4 You never fail to teleport to a location, and you have advantage on spells or effects that allow saving throws to prevent you from teleporting.
5 You gain Bonus to AC equal to half your Proficiency Bonus, rounded up.

Additional Psionic Feats

Under Construction


Wild Talent


1st Level Feat

  • Prerequisite: None
  • Repeatable: No
    Psi Point Reserve: You gain 2 Psi Points, and may pick one Cantrip and one level 1 power from 1 Discipline. You regain these Psi points when you take a long rest. Level 1 spells costs 1 Psi Point. If you later learn the Discipline that contains the Cantrip and level 1 power, you may choose a different Cantrip and 1 level 1 power from a different Discipline. If you learn all the Disciplines, and have this feat, you gain +1 to your Enigma Spell Save DC and your Enigma Spell Attack Modifier.
    Psionic Luck: You gain a reserve of Psionic Luck equal to half your proficiency bonus, rounded down. When you would fail a d20 Test, you may spend 1 Psionic Luck point to reroll the results. You may only use this once per roll. You regain these Psionic Luck reserve when you finish a long rest.

Psi-Crystal Affinity


4th-Level (Enigma) Feat

  • Prerequisite: Intelligence, Wisdom, or Charisma 13+. 2
  • Major Disciplines Learned.
  • Repeatable: No

    Ability Score Increase: Increase your Intelligence, Wisdom score, or Charisma by 1, to a maximum of 20.
    Psi-Crystal Creation: The Enigma may perform a 10 minute ritual during a short or long rest, if they have Material components the DM decides is needed, whose value equals 50 gp per level of the Enigma. This creates a Psi-Crystal Fragment of the Enigma's Personality. Reduce the current and maximum hit points of the Enigma by 1 hit point per level of the Enigma. If your Psi-Crystal is destroyed, you regain these hit points after a long rest. You may only have 1 Psi-Crystal In Existence at once.
    Psi-Crystal Focus: You may cast 2nd Enigma concentration spell and maintain concentration on both Enigma spells while your Psi-Crystal currently exists and is within 60 feet of you. However, concentrating on both is more difficult. Your Concentration checks DC is now 20 or 10 + half the damage taken, whichever is higher. If you fail concentration, you lose concentration on both spells. If your Psi Crystal is destroyed while concentrating on 2 spells, you choose which spell to stop concentrating on.
    Psi-Crystal Connection: While your Psi-Crystal currently exists, you may once per round, have your Psi-Crystal teleport to a location within 60 feet of you. If you are ever more than 120 feet away from your Psi-Crystal by the end of your turn, your Psi-Crystal teleports to a square within 5 ft of you (potentially the same square as you). While it is away from you, you may designate the Psi-Crystals space for the purposes of the spell's origin and line of sight, of any spell with a range that doesn't include "Self", that requiring targeting. Dexterity Saving throws made to avoid your Enigma spells effects are done so with disadvantage the first time in a combat you use your Psi-Crystal as the point of origin.

See Appendix for Psy-Crystal Statistics.

Overchannel Psionics


8th-Level (Enigma) Feat

  • Prerequisite: 3 Major Disciplines Learned.
  • Repeatable: No

    Ability Score Increase: Increase an Ability Score of your choice by +1, to a macimum of 20.
    Overchannel Abilities: As a Bonus action, you may increase 1 ability score of your choice by 4, to a maximum of 30, for 1 minute. Then 2 ability score's of your choice are reduce by 2, to a minimum of 1, for the same duration. Once you use this feature, you can't use it again until you finish a long rest.
    Overchannel Spells: When you cast Enigma Spells, you may spend 1 Psi point to increase the spells level by 1, up to a number of times equal to half your Proficiency bonus, rounded up. The spell's level may not exceed 9th, and the level must be equal to or less than your half your Enigma level, rounded up.
    Improved Psionic Pulse: When you use your Psionic Pulse feature, you may choose any the secondary affects with any ability score used to channel it.

New Spells, and Powers

Under Construction



Dimensional Anchor

Cantrip Conjuration


  • Casting Time: Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

  • When you cast this spell, you create a Dimensional Anchor
  • at a point you are currently at. At the end of the current
  • turn, you teleport, returning to the same point as when
  • you casted this spell. Once you cast this spell beyond the
  • first time per long rest, make a DC 15 Constitution saving
  • throw, If you fail, gain 1 level of exhaustion.

  • At Higher Levels: When you are 5th level, you may cast
  • this spell as an Action or Reaction.

  • At 11th level, you can cast this on an allied creature within
  • 30 feet of you, they return to the space they were when
  • you cast this at the end of the current turn.

  • At 17th level, when cast on yourself, you may bring back 1
  • willing creature when you return at the end of the current
  • turn.

Temporal Lethargy

Cantrip Transmutation


  • Casting Time: Action
  • Range: Self (5-foot radius)
  • Components: V
  • Duration: Instantaneous

  • You create a momentary wave of energy that sweep
  • around you. All other creatures within 5 feet of you must
  • succeed on a Wisdom Saving Throw or take 1d4 necrotic
  • damage and gain the Limited Movement aspect of the
  • Slowed condition until the end of their next turn.

  • At Higher Levels: This spell's damage increases by 1d4
  • when you reach 5th level (2d4), 11th level (3d4), and 17th
  • level (4d4).

Appendix

Multiclass Requirement


  • The Engima must have a 13 in all Ability Scores to
  • multiclass into another class. Furthermore, a character
  • that isn't an Enigma would need a 13 in all Ability Scores
  • to gain a level in the Enigma.
Designer Note:

  • This was created after the OneDND playtest came into
  • fruition, with that in mind, many features are designed
  • with that intention of Functionality. This is designed to
  • finally put Psionics back into Dungeons & Dragons in a
  • way that makes creates a unique playstyle, but also offers
  • inspired features that exist in fantasy that aren't captured
  • in other type of classes.

Acknowledgements


  • Special thanks to LordOfTheEarth1 on Discord for
  • simplifying a mess that I had. and inpiring changes from
  • my original
 

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