Warlock
Base Class: Warlock

You've formed a pact with the ancient entity known as Enigma, the Ring Master, the being who's power crafted the first magic rings. Trapped somewhere between life and death, the unknowable being has taken interest in your desire to craft items of great power, offering its own in your efforts, for one reason or another. With your patron's unknown desires lording over you, you find the need to strengthen your Ring, by ripping the magic energy that flows through all living thing from your foes.

 

Ring Maker's Pact

Harboring the powers of Absolution; Creation and Destruction, Enigma grants its patrons a Ring, from which their power will resonate, as part of their pact. Starting at 1st level, you have been given a magic Ring as part of your pact. This Ring has the properties of an uncommon ring of your choice and requires attunement.  

Ring Master's Enigma

Starting at 6th level, you learn to mimic your patron's unknowable nature. As an action, you gaze into the mind of a creature you can see within 30 feet of you, planting an image beyond comprehension over their perception of you. The creature must make a Wisdom saving throw (DC equal to your Spell save DC). On a failed save, you gain resistance to damage dealt by that creature for 1 minute. You may use this feature a number of times per day equal to your Charisma modifier (to a minimum of 1). You regain expended uses after a long rest.

In addition, your ring has grown in power from the experience you've gained. You may choose a rare ring and add its properties to your Pact Ring.

Enigma's Name

Starting at 10th level, you learn the true name of your patron. You may speak this name as an action to assault the minds of others. Creatures within 60 feet of you, that can hear you, must make a Wisdom saving throw (DC equal to your spell save DC); taking 5d6 psychic damage and rolls on the effect table on a failed save. On a successful save, the creature takes half the psychic damage and is immune to this ability for the next 24 hours. 

1

The strange language you spoke disturbs the creature, it becomes stunned until your next turn.

2

The name you spoke instills the creature with fear, it becomes afraid of you for 1 minute.

3

The pain your words caused the creature bring it to its knees, it falls prone.

4

Your beguiling tongue entrances the creature, it becomes charmed by you for 1 minute.

In addition, your ring now radiates magical energy. You may choose a very rare ring and add its properties to your Pact Ring.

Enigma's Chosen

Starting at 14th level, the underlining effects of your pact take hold, morphing you into a vessel for Enigma's will. You gain the ability to call on a pair of spectral arms; one of shadow and one of light. These arms sprout from your back like wings and last for 1 minute. You may hold weapons with these arms or make unarmed attacks that deal a d4 + your Strength modifier. When you make an attack using one of the arms, you may make a second attack with the other arm as part of the same action . The attacks are treated as though your Strength score is 18. On a hit, the target takes an extra 2d8 radiant damage from the light arm and 2d8 necrotic damage from the dark arm. If you have a Pact Weapon, you may summon two of them for these arms to use. You may summon these arms a number of times equal to your Charisma modifier (to a minimum of 1).

In addition, your Ring has gathered enough energy to become a Wraith's Ring. You may choose a new property that is added to the ring. Discuss with your DM what this property can be. It can be based off of your character's personality, or maybe a stolen power from a threat you've beaten before. Work with your DM to create your new Artifact. You Ring retains the properties added before this.

Previous Versions

Name Date Modified Views Adds Version Actions
9/16/2019 7:14:13 PM
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v. 1.0
Coming Soon
9/16/2019 7:52:01 PM
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v1.1
Coming Soon

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