Enigmatist With a crooked smile, a blue dragonborn coalesces the infinite arcane magic of the Weave around their hands and unleashes it on the horde of ghouls rushing towards his allies as they are reduced to a steaming pile of dust and ash. Attempting to heal her wounded ally, a gnome draped in rags leans over and reaches into the fabric of the arcane to search for healing essence. Instead, she pulls forth the flames of the Elemental Chaos and chars the flesh of everyone within twenty feet of her. Rearing back and channeling all of the power that they can, a powerful high elven mage grabbed ahold the Weave to utterly annihilate the army that stood before them. The elf collapsed to the ground as comets rained from the sky and the Weave was temporarily broken around them. Enigmatists were the first mediators between the Weave and the mortal planes. Their magical styles are alien, and the closest any other arcane caster has come is the discovery of Wild Magic. Threads of the Universe When researchers were initially looking into the arcane fabric that had been strung together, enigmatists interacted with the Weave and created first cantrips as well as discovered the threads which connected the multiverse. These magi studied the threads and eventually learned to not only interact with them, but to also intertwine themselves with them and even bend them to their will. Just as wizards study for years to master their craft, most enigmatists spend a large portion of their childhood to perfectly sync their souls with the Weave. Alien Arcanum The ways in which enigmatists study and utilise magic is either outside the understanding of others or just too strange to seem plausible. By interacting with the Weave directly, enigmatists rediscovered an old type of spell known as a "Universal Spell." Universal spells are difficult to pin down as the scope of their abilities is so broad and mysterious. These spells are considered much grander than the arcane or divine spells. One spell that was originally a universal spell was wish. However, it was later classified as an arcane spell as wizards and sorcerers unlocked its power. Many enigmatists are tied to the Great Reserve, a facility used to store information on the multiverse, and will remain in contact with them. Although, those who followed the path of the enigmatist without training under the reserve will tend to distance themselves from others on their way to true knowledge of the planes. Many of these "oracles" -- as the reserve call them -- try not to associate with divine beings or idols, most only worship the Mother of Magic or the God of Gods. Creating a Enigmatist When making an enigmatist, think about why your character has chosen this stlye over divine, arcane, or pact casting. Was your character raised by members of the great reserve? Are they a decendant of Tismos? Is it possible that they themselves are from a different reality? Quick Build By their very nature, enigmatist have no set rule for how they work. Following with this, you will want to have Intellegence be your highest score, followed by any other skill you feel would be necessary. Then choose the Cloistered Scholar or Sage background. N/A

The Enigmatist Level Proficiency Bonus Features Rupture Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 1st +2 Magical Savant, Spellcasting — 5 4 2 — — — — — — — — — 2nd +2 Hidden Magic, Untamed Arcanum 2 5 5 3 — — — — — — — — — 3rd +2 ─ 3 5 6 4 2 — — — — — — — — 4th +2 Ability Score Improvement 4 5 7 4 3 — — — — — — — — 5th +3 Restless Soul 5 6 8 4 3 2 — — — — — — — 6th +3 Hidden Magic Feature 6 6 9 4 3 3 — — — — — — — 7th +3 ─ 7 6 10 4 3 3 1 — — — — — — 8th +3 Ability Score Improvement, Magus Rift 8 6 11 4 3 3 2 — — — — — — 9th +4 ─ 9 6 12 4 3 3 3 1 — — — — — 10th +4 Facsimile, Hidden Magic Feature 10 6 14 4 3 3 3 2 — — — — — 11th +4 ─ 11 6 15 4 3 3 3 2 1 — — — — 12th +4 Ability Score Improvement 12 7 13 4 3 3 3 2 1 — — — — 13th +5 ─ 13 7 16 4 3 3 3 2 1 1 — — — 14th +5 Hidden Magic Feature 14 7 16 4 3 3 3 2 1 1 — — — 15th +5 ─ 15 7 18 4 3 3 3 2 1 1 1 — — 16th +5 Ability Score Improvement 16 7 19 4 3 3 3 2 1 1 1 — — 17th +6 Endless Possibilities 17 7 20 4 3 3 3 2 1 1 1 1 — 18th +6 ─ 18 8 22 4 3 3 3 3 1 1 1 1 — 19th +6 Ability Score Improvement, 19 8 23 4 3 3 3 3 2 1 1 1 ─ 20th +6 Reality Bending Magic 20 8 24 4 3 3 3 3 2 2 1 1 1 Class Features As an enigmatist , you gain the following class features Hit Points Hit Dice: 1d4

1d4 Hit Points at 1st Level: 4 + your Constitution modifier

4 + your Constitution modifier Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Enigmatist level after 1st Proficiencies Armor: None

None Weapons: quarterstaffs

quarterstaffs Tools: None Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Choose two from Insight, History, Intimidation, Investigation, Nature, and Deception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a spear or (b) a mace

(a) any simple weapon or (b) a hand crossbow with 5 bolts

(a) a multiverse or (b) a spellcasting focus

(a) a scholar's pack or (b) a mess kit Alternatively, you can ignore the equipment here and in your background, and buy 5d4 x 10 gp worth of equipment. Magical Savant Through your studies, you have connected to the world around you by pulling on threads of the Weave. You gain expertise in the Arcana skill. Additionally, if your roll under your Misdetect DC, you cast the detect magic spell. Misdetect DC = 8 + Intelligence score + your proficiency bonus N/A

Spellcasting The ritual that tied your soul to the Weave, effectively sewing you into the arcane fabric, allows you to channel its power. As a result, you have gained the strongest connection to magic and can cast the most potent spells. To others, you seem as if you are doing every part of the casting process wrong. Complex Components Enigmatist use the most basic to the most esoteric of techniques to cast their spells. One constant between each enigmatist is the change in components. Each of these mages use their own specialised somatic and verbal components. Some will cast through Supernal and others will develop their own words of power that they tie to particular spells. Cantrips At 1st level, you know five cantrips of your choice from any spell list. You learn an additional enigmatist cantrip of your choice at 5th level, 12th level, and 18th level. Spell Slots The Enigmatist table shows how many spell slots you have to cast your enigmatist spells of 1st level and higher. To cast one of these enigmatist spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known You know four 1st-level spells of your choice from a the Enigmatist spell list. You learn an additional enigmatist spell of your choice at each level. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, you can choose a spell you know and replace it with another spell over the span of a long rest. This spell also must be of a level for which you have spell slots. Spellcasting Your spellcasting ability for your enigmatist spells is Intelligence, due to your immense knowledge of the inner workings of magic on its most fundamental level. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use this modifier when setting the saving throw DC for a enigmatist spell you cast and when making an attack role with one. Your spell save DC and spell attack bonus are calculated below Spell save DC = 8 + your proficiency bonus + Intellignece modifier

Spell attack modifier = your proficiency bonus + Intellignece modifier Hidden Magic When you reach 2nd level, you discover one of the long forgotten styles of magic from list of availabe magics. This enhances the already strange form of spellcasting that you use and gives you a true identity. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Untamed Arcanum Starting at 2nd level, the chaos of the Weave begins to take hold of your magic, influencing your spells in its wake. This is represented through rupture points, which allow the enigmatists to become conduits for the Weave. Rupture Points You have 2 rupture points, and you gain an additional point every time you level up to a maximum of 20 at level 20. You can never have more rupture points then shown on the table for your level. You regain all spent rupture points when you finish a long rest. Magic of Will The main use of these points is to cast spells without needing all the required materials. By spending a number of rupture points listed below, you can cast spells using no material components. However, the spell you cast has a chance to be cast as a random spell of the chosen level. By spending twice the number of points required, you can allow the spell to ignore resistances. Spell Slot Level Rupture Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 8 6th 9 To determine if the spell is random, roll a d100. The spell has a 30% chance (determined by the DM) of going off. Ability Score Increase When you reach 4th 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 above 20 using this feature. If your DM allows feats, you may instead take a feat. Restless Soul Also at 5th level, you no longer require sleep. For you long rest consist of either meditation or minor magical practice. Additionally, you can add your Intelligence modifier to saving throws made against effects that would put you to sleep. Hidden Magic Feature At 6th level, you gain a feature granted by your Hidden Magic. Ability Score Increase When you reach 8th 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 above 20 using this feature. If your DM allows feats, you may instead take a feat. N/A

Magus Rift Starting at 8th level as an action, you can use your rupture points to tear a hole in the Weave around you, causing an eruption of magical energy. All creatures within 40 feet of you (including yourself) must make an Intelligence saving throw or lose a number of spell slots equal to your spellcasting ability modifier. The level of these slots is decided by the number of rupture points used. Spell Slot Level Rupture Point Cost 1st 5 2nd 6 3rd 7 4th 8 5th 9 This rift activates wild magic surges from anyone Wild Magic Sorcerer in the affected area. Hidden Magic Feature At 10th level, you gain a feature granted by your Hidden Magic. Facsimile Enigmatists are a very proud group of mages. So much so, that they learned how to replicate the abilities of other casters just to show that they could do it better. At 10th level, you can choose one of the following classes and you will gain access to one of the identifying features of that class. This includes most divine, arcane, and pact casters. Class Feature Artificer You learn 6 infusions and can have 3 infused items Cleric You can use the turn/destroy undead feature once per long rest against CR 1 undead Druid You can Wildshape to become a beast of CR 1 once per long rest Mystic Gunner You can use the Ricochet Magery ability once per long rest Paladin You can use Divine Smite to a maximum of 4d8 Ranger You benefit from the Primeval Awareness feature Sorcerer You learn 3 Metamagic options and can use them with your rupture points Warlock You gain 5 Eldritch Invocations Enigmatists do not choose anything from the Wizard class as they see them as lesser versions of themselves. They do the same thing with the Bard class, but for a different reason. Many modern bards were descendents of early enigmatist and stole the secrets of the Weave for their personal use. N/A

Ability Score Increase When you reach 12th 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 above 20 using this feature. If your DM allows feats, you may instead take a feat. Hidden Magic Feature At 14th level, you gain a feature granted by your Hidden Magic. Ability Score Increase When you reach 16th 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 above 20 using this feature. If your DM allows feats, you may instead take a feat. Endless Possibilities Your connection to Weave is as strong as it could possibly be as you have almost become one of its threads. At 17th level, you can now choose spells from more than just the Enigmatist spell list, you can now choose between arcane, divine, and pact magic. You can now choose spells available to any of classes that fall under each category: Class-Magic Table Spell Type Class(es) Arcane Wizard, Sorcerer, Artificer, Bard Divine Cleric, Druid, Ranger, Paladin Pact Warlock, Mystic Gunner Ability Score Increase When you reach 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 above 20 using this feature. If your DM allows feats, you may instead take a feat. Reality Bending Magic At 20th level, the Weave opens your eyes to the secrets of the multiverse. The Weave teaches you of the old ways of magic and the spells that were locked off from ever being utilised. You learn one 10th level spell from page N/A. When you cast a 10th-level spell, you will have to immediately make an Intelligence saving throw against your spell save DC. On a failure, you create a dead magic zone out to 5 x your walking speed for 1 hour. On a success, you instead cannot move until the start of your next turn. N/A