Warlock
Base Class: Warlock

An Enigma follower is a Warlock who has come in contact with W.D. Gaster, a scientist whose physical and mental forms were scattered across all planes of existence. Often, Enigma followers would follow through with attempts to bring Gaster back to the mortal plane in a singular form. Because of their pledged allegiance to Gaster, they are taught unique spells that no others can learn. Though, they come at a great cost. Ranging from physical nerfs to magical handicaps, these spells don't come free. Despite the cons of following the enigma, you nearly become a demon yourself.

Expanded Spell List

Being an Enigma follower allows you to choose from an expanded spell list when you choose warlock spells. The following spells are added to your spell list.

Unseen Patron

Because Gaster has never been seen, he allows you to hide your real appearance similar to him. With this you know disguise self and can cast it at will as if it were a cantrip. Casting disguise self doesn't count toward your spell slots. You also have expertise in deception.

Enigmatic Form

At 1st level, your acquaintance with Gaster allows you to take on a similar physical form as him. As a reaction, you can let any physical attack pass through you. If it is a grappling-lunge attack, etc. then the creature instead falls prone 5 ft. away from you. The number of times you can do this is 2 x your proficiency bonus. Every time you do this though, you take 1 damage.

You regain all expended uses after a short rest.

Riddled Figure

At 6th level, Your influence from Gaster becomes greater. Through your quests to bring Gaster back, your body is slowly becoming tolerant to deathly effects. You are resistant to necrotic, slashing, and cold damage.

The Eldritch Effect

At 10th level, Gaster's mind starts to seep into your abilities. You learn that he did research on eldritch magic and developed a special ability from it.

Bonus damage

The research you found gives you bonus damage to your eldritch blast (3d10 force damage instead of 1d10 force damage).

Bonus Range

The research helped you increase the range from 120 ft. to 230 ft.

Defensive blast

Instead of damaging, your eldritch blast targets you or an ally within 120 ft. and gives them 5 temp hp.

Transmuting Blast

You can choose to have your eldritch blast turn your target into any harmless animal of medium to small size. Like a sheep or a chicken.

Enigmatic Takeover

At 14th level, you followed Gaster's research and now he can take control of you as a window to the mortal world when you are weakened near death. When you are reduced to 0 HP, you can choose to use enigmatic takeover. In this state, you are immune to everything and practically go berserk. Every hostile creature in sight is bombarded with spells Gaster developed and even spells that haven't been seen. The total would be 15d20+500 damage to every enemy in sight. Your character will also slowly start to change to mimic Gaster's appearance. Your face will crack, your eyes will periodically go static, and you'll be overcome by massive twitching. After there are no more enemies, your character comes back to their senses and for a few moments, lives before turning to dust.

Aside from that, when you use enigmatic form, you gain temp hp equal to the hit's damage.

Enigma Follower Image

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