Antimatter Warrior (5e Subclass)
Antimatter Warrior[edit]
Rogue Subclass
Some rogues choose stealth and guile as their weapons, but others turn to the forces of the cosmos itself. Antimatter Warriors are experts at manipulating the fabric of reality, using antimatter energy to obliterate their enemies and phase through the very essence of space. Masters of the quantum realm, these warriors can blink through space, strike with destructive force, and bring devastation with their powerful abilities. Their unorthodox methods and precise attacks make them formidable foes in any confrontation.
- Antimatter Strike
At 3rd level, you gain the ability to infuse your weapon strikes with antimatter energy. When you hit a creature with a melee weapon attack, you can deal additional damage equal to your Sneak Attack damage dice. All the damage dealt by this is Force, instead of the normal type. A creature reduced to 0 hit points by this attack is disintegrated.
You can't use this feature if you have already used Sneak Attack on this turn. You can use this feature a number of times equal to your proficiency bonus, regaining your uses of it after a long rest.
- Quantum Blink
Starting at 3rd level, you can manipulate the fabric of reality to teleport short distances. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see.
You can use this ability a number of times equal to your Dexterity modifier (minimum of 1), and you regain all expended uses after finishing a short or long rest.
- Singularity Step
At 9th level, your mastery over antimatter allows you to phase through obstacles. As a bonus action, you can become incorporeal, until the end of your turn. You gain the ability to move through solid objects as if they were difficult terrain.
Additionally, when you move through a creature’s space during your turn, you can spend a use of your Antimatter Strike to force that creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take force damage equal to your Sneak Attack damage dice.
- Antimatter Bomb
Starting at 13th level, you can unleash a devastating explosion of antimatter energy. As an action, you can create an antimatter bomb at a point you can see within 60 feet of you. Each creature within a 20-foot radius sphere centered on that point must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier), taking 8d6 force damage on a failed save, or half as much damage on a successful one.
After using this feature you can’t use it again until you finish a long rest, unless you spend 2 uses of your Antimatter Strike.
- Annihilation Gambit
At 17th level, you can channel the ultimate destructive force: annihilation. As an action, you can release a burst of antimatter energy. All creatures within a 30-foot radius must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 10d10 force damage. On a successful save, they take half damage.
You can use this feature once, regaininig its use after a long rest
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