Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ (5e Class)

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Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ[edit]

Magical The A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ[edit]

An elf moves silently through the woods, his keen eyes scanning for his target. He stumbles upon a clearing where a human stands, an unsettling feeling washing over him as if this moment was never meant to be. The elf’s gaze fixes on what the human is holding—could it be a severed head? The sight is too disturbing to be real. Determined to prevent any further bloodshed, the elf draws his bow, aiming at the human’s heart. With a deep breath, he releases the arrow, only to feel a sudden, sharp pain in his back. As he collapses, he sees that he has become the victim of his own shot. Turning weakly, he finds the human now holding his bow, the grim satisfaction evident on his face.

In a dimly lit alleyway, a dwarf lurks in the shadows, waiting for the young man who passes this way every day. Hidden from view, she is poised for the perfect moment to strike. As the young man approaches, she steps out, pressing her knife to his neck and demanding, “Your gold, or your life.” Her plan seems flawless until she feels an unexpected pressure against her stomach. Looking down, she sees the man’s arm impaled through her, yet no pain accompanies the shock. As her initial surprise fades and she dies.

A young boy stands alone in a grand hall, intently listening to the strange voices and the clatter of dice. He knows he hasn’t been noticed yet, but he’s ready for when their arrive. As they walk through the door, he recognizes them from the descriptions he overheard. Stepping forward, Was they prepares to strike., Only to realize too late that they were already lost the fight.

The nature of the A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ remains a mystery. What is known are its symptoms: bizarre behavior, a fascination with clockwork, and a hive-mind connection among those afflicted with the A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ.

Creating an Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ[edit]


Quick Build

You can make an Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ quickly by following these suggestions. First, Charisma, followed by the Intelligence. Second, choose the unknown background. Third, dex should be your highest ability score

Class Features

As a Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ you gain the following class features.

Hit Points

Hit Dice: 1d10 per Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ level after 1st

Proficiencies

Armor: Proficient with any and all armors
Weapons: Proficient with any and all weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: You gain proficiency in 2 skills of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ

Level Proficiency
Bonus
Features System Lockout Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 System Lockout, Freedom From Sight 1d10 -
2nd +2 Spellcasting, The Cure to Magical Identity, Magic Anomaly 1d10 3 2
3rd +2 Ever Evolving Code 1d10 4 3
4th +2 Ability Score Improvement, Glitched Armorfication Cure of Antimagic 1d10 5 3
5th +3 Memories of the Future 2d10 6 4 2
6th +3 Ever Evolving Code Feature 2d10 7 4 2
7th +3 Hear No Evil 2d10 8 4 3
8th +3 Ability Score Improvement 2d10 9 4 3
9th +4 2d10 10 4 3 2
10th +4 Denial of Nothingness 2d10 11 4 3 2
11th +4 Edit Source 3d10 12 4 3 3
12th +4 Ability Score Improvement 3d10 12 4 3 3
13th +5 3d10 13 4 3 3 1
14th +5 Ever Evolving Code Feature 3d10 13 4 3 3 1
15th +5 Controlled Chaos 3d10 14 4 3 3 2
16th +5 Ability Score Improvement 3d10 14 4 3 3 2
17th +6 glitched Form 4d10 15 4 3 3 3 1
18th +6 Leeching Improvement 4d10 15 4 3 3 3 1
19th +6 Ability Score Improvement, The Source 4d10 15 4 3 3 3 2
20th +6 True Path 4d10 15 4 3 3 3 2

System Lockout[edit]

"You may believe yourself a genius, or a warrior. In the end, you are but a luddite."

Starting at 1st level, you find ways to move past the protections created by the system and attack the enemy's stats directly. As an Action, choose a creature within 120 feet and force it to make a Wisdom saving throw. On a failure, the target takes 1d10 psychic damage, and can't take reactions until the end of your next turn.

On a failure by 5 or more, or on a roll of 1 on the d20, the target is Locked Out, being forced to follow one of the rule sets found bellow till the end of your next turn. It is determined by a 1d10. Creatures immune to the charmed condition are not affected by this effect.

1-2: The creature cannot use any bonus actions.

3-4: The creature cannot take any actions.

5-6: The creature takes no reactions.

7-8 The creature cannot move.

9-10: The creature cannot take legendary actions. If the creature has no legendary actions, then choose one of the previous rules for the creature to follow.

The amount of damage dice rolled for the blast increases as you gain levels, as shown on the Confusion Blast column. You can target one additional target per dice rolled. You can also target a single creature with all dice. When you do so, you can choose between the result in the dice rolled the confusion effect.

Your Anomaly Save DC is calculated as follows: 8 + your proficiency bonus + your Charisma modifier.

Freedom From Sight[edit]

A creature who succeeds the save against this ability is immune to its effects for the next 24 hours. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. You can cast detect magic at will, without expending a spell slot,along with You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Also at 1st level, whenever a creature with a Wisdom of 10 or higher ends its turn within 5 feet of you, it must roll a Wisdom saving throws against your Anomaly save DC. On a failure, The creature will be blind until the end of your next turn.


Anomaly Spellcasting[edit]

You are a Magical anomaly, but that does not mean the system rejects you. Some of your abilities have been patched into the spell system.

Spell Slots

The Anomaly table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these anomaly spells, you must expend a 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 a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the anomaly spell list.

The Spells Known column of the Anomaly table shows when you learn more Anomaly spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the anomaly spells you know and replace it with another spell from the anomaly spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your anomaly spells, since the power of your magic relies on your ability to distort reality by imposing your will onto it. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a anomaly spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Magic Anomaly[edit]

Also at the 2nd level, you can unlock 1 Magic Anomaly that is not accessible normal. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.

Anomaly Code You start having an Anomaly code showing up on your body. When you cast a spell of 2nd level or higher, you have a 50% chance to recover a spell slot that is at least 1 level lower. This can only happen a number of times equal to your Charisma modifier, regaining all expended uses after finishing a long rest.

The Cure of Magical Identity[edit]

"The future demands that we give ourselves to it. You have made a good choice joining us."

Through many hours of thoughts, dreams, and self-experimentation, You have made a discovery that will change the world. Starting at 1st level, your power gives you a unique identity. Using these identities also enables you to transform and use Anomaly Spellcasting.

You can spend a spell slot as a bonus action to create a liquid called Cure in an empty flask. When you or another Anomaly ingests the cure using a Bonus Action, the creature regains hit points equal to your Charisma modifier (minimum 1) + 1d6 per level of the spell slot spent.

However, if a creature that is not an anomaly ingests the cure, it will have to succeed in an Intelligence saving throw against your Anomaly save DC or be Magicalless for 1d4 hours. If either succeeds, they gain the Magical Identity of an Anomaly for 1d4 hours.

Glitched Armorfication

At 4th level, you can transform using the cure within you. You cannot wear armor while transformed. Your new AC is 13 + Charisma. While transformed, each Magic spell used on you also provides 1 additional AC. Your transformation lasts 30 minutes. Your transformation comes undone if you fall unconscious.

Cure of Antimagic

Also at 4th level, your spells cannot be countered. However, you have 50℅ to require an extra spell slot of the same level to cast the spell successfully. You may also accumulate levels to match the intended spell level. If you cannot provide the extra spell slot needed, the spell fizzles.

Memories of the Future[edit]

"I can't help it. If only you could see it, than you would understand." Almost like fond memories, premonitions of the future appear more often. With these premonitions, come moments of the future. At 5th level, if you roll a natural 18, 19 and 20 on an initiative roll, you can add your Intelligence modifier to your AC as you "remember" the events of this fight. (lasts til end of fight)

Ever Evolving Code[edit]

At 3rd level, you chose a strand of the A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ you've been infected with. Choose between Paradox, Virus, or A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ.EXE, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th and 14th.

Ability Score Improvement[edit]

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.


Hear No Evil[edit]

"I see now, I understand clearly" As an A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ, you have seen what a gift it truly is. At 7th level, gain advantage on saving throws against being frightened, charmed or possessed.

You also learn how to use Glitched Speech. This language sounds as though you were speaking every language at once. When you talk in this language, you can choose a number of creatures equal to your Charisma modifier (minimum 1), they will be the only ones that can understand your words for that turn.

Denial of Nothingness[edit]

"I see that is very noble, yet I rebuke thee."

At 10th level, when you're targeted by an attack or any ability, trait, feature or item that forces you to make a save, you can attempt to edit reality and nullify that attack or feature. As a reaction, you can force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the ability used causes no effect and the action used to activate it is lost.

You can use this ability once, being unable to do it again until you finish a short or a long rest.

Edit Source[edit]

"I am what is known yet is unknown."

At 11th level, as an A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ you've learned to edit the source of your very being. At 11th level, when you finish a long rest, you can swap two ability score values. For example, if you have Intelligence 16 and Charisma 14, you can use this feature to gain Intelligence 14 and Charisma 16 instead.

The ability scores resume to normal when you finish a short rest.

Controlled and Calculated Chaos[edit]

"We are so close to the end, can't you see? Our beautiful future awaits."

At 15th level, when you finish a long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll.

The roll can be used only once. When you finish a long rest, you lose the roll.

Glitched Formn

At the 17th level, your Magical Identities has become one with you. Your transformation with Armorfication gains more benefit. While transformed, you can use a bonus action to spend 1 additional transformation use to gain the following benefit for 1 minute. You can use this feature once, being able to do so again after finishing a long rest.

  • Gain 2 temporary hit points per Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ level
  • You gain Extra Attack
  • When you save against a magical effect that deals damage, The effect is transferred to the caster.
  • If you are out of spell slot, you gain a 1d4 per Magical A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ level damage.

Leeching Improvement[edit]

"Your sacrifice will pave the way to my success. Your name will not be heard in songs but will live in my mind for eternity. Rejoice!"

Beginning at 18th level, you know the world is there to see you succeed. Everyone is a tool for your success. When you hit a creature with a melee attack you can use a bonus action to siphon power from them. The target must make an Intelligence saving throw or have an ability score switched with you. The ability score you give them is replaced by their score for the same ability (i.e. you may switch your Charisma score for their Charisma score). This trade lasts until the target is reduced to 0 hit points or they succeed on the saving throw. The creature may make the saving throw every 24 hours. Only one stat can be effected by this ability at a time and only one creature may be effected by this ability at a time.

Once you use this feature, you can't do it again until you finish a long rest

The Singularity[edit]

At level 19, you are now able to manifest power greater than your limit. With an action, you can use your action to being the Singularity. You gain the following benefit during your current transformation. You can only use this feature once, being able to do so again after finishing a long rest.

You are now considered a legendary creature. Obtain 1 use of legendary save and have 2 legendary actions per turn. Legendary actions:

  • You can cast a 2nd level or lower spell. If you want to cast a 3rd level or higher, it must be a bonus action or react speed spell.
  • You can make a single weapon attack an automatic hit
  • You can roll all your hit dies to heal if you haven't used your action to attack that turn.

True Path[edit]

"A path has been set forth, I see that now. I must choose the way I follow." You see now, you understand. It's been so clear but your mind was clouded with fake emotions and ties to your former life. You and society must evolve. The City, the beautiful future you have seen in your visions will come into reality soon enough! The path to evolution will be...

Domination

MIGHT IS RIGHT! You can choose three individuals (humanoids to creatures) to infect with the version of The Anomaly that you have. After 5d10 days, they will denounce their current leaders or will come to you instantly if they have none and come to you, their new glorious leader, and will do your orders. After 5d10 weeks, each of them will select their own three. this goes as long as you will allow it. They become amazing fighters and will do whatever you ask. However, they have a blood lust and will wish to see battle. This won't lead them to murder, but it will make it harder to have informants and spies in high ranking positions. If your DM allows you to found The City, it will be able to fight any outside threat but will be "unaccommodating" to anyone not infected. This can be changed, through a long and strenuous procedure.

Capitalism

MONEY TRULY IS THE KEY TO ETERNAL HAPPINESS! You can choose three individuals (Humanoids to creatures) to infect with the version of The Anomaly that you have. After 5d10 days, they will denounce their current leaders or will instantly come to you if they have none and come to you, their new and very clever CEO, and will do your orders. After 5d10 weeks, each of them will select their own three. this goes as long as you will allow it. They will become awe-inspiring merchants and business owners, or very efficient employees. Due to this, they will get you 4d10x(Follower count) gold pieces per month. However, you will soon discover that your followers have become emotionless husks of their former selves. This will cause them to be great leaders, but unnerving in any other position. If your DM allows you to found The City, it will be a trade hub that will hold many shops and trade guilds but will be chocked by unnecessary bureaucracy. This can be changed, through a long and strenuous procedure.

Religion

IT'S TOUGH TO BE A GOD! You can choose three individuals (Humanoids to creatures) to infect with the version of The Anomaly that you have. After 5d10 days, they will denounce their current leaders or will instantly come to you if they have none and come to you, their new benevolent God, and will do your orders. After 5d10x2 weeks, each of them will select their own three. this goes as long as you will allow it. They will become paladins and clerics who will serve in your name. Rather than leaving their posts, they will remain in their cities. They will feed you info and be your eyes and ears in the dark. However, you will soon realize that they seem to only infect people they deem as worthy of your gift, your blessing. If your DM allows you to found The City, It will be warm and inviting to outsiders and will be regarded as a safe haven for all. This will pose its own challenges, as not everyone in your perfect city will be infected. This can be changed, through a long and strenuous procedure.


Paradoxical[edit]

Your reality and everything surrounding it is broken, shattered, and fractured. Reality can be altered to either help or harm. .

Shortcuts

"In the world I have seen, there are shortcuts. I use them well"

At 3rd level, as a reaction to being attacked. You can teleport to an unoccupied space within 5 feet, turning the hit into a miss. You can use this feature a number of times equal to your Charisma modifier, regaining the ability to do so after a short or long rest.

Touch the Code

"I've always been curious about what makes you tick, guess I'm about to find out"

At 6th level, you can touch a creature and learn about them, and give them a little backdoor to make things easier on yourself. When you hit a creature with a melee attack, you can use a bonus action to discover the target's damage resistances, damage immunities, damage vulnerabilities and condition immunities.

Then, within the next minute or until you use this feature again, you can use a bonus action to give that creature vulnerability to a damage type that it is not resistant or immune to. The vulnerability lasts until the next time you or an ally of yours cause damage to the creature.

Once you use this feature, you can't do it again until you complete a short or a long rest.

Mirror Effect

"Here you are, attacking your own reflection" At the 14th level. As a reaction to someone attacking you, you can swap places (and weapons,) using their action instead of them. You gain advantage on the attack. Deal an extra 1d10+6 physic damage. You can use this three times per long rest.

Virus[edit]

This being has become one with their new form, accepting every little piece. T̴h̵e̴y̴ ̶w̸i̶l̴l̴ ̴s̸p̶r̶e̸a̷d̵ ̵t̵h̸i̷s̶ ̷g̷i̶f̸t̵.̴ ̵T̶h̶e̷ ̷r̶e̸c̷i̶p̴i̷e̵n̶t̷'̶s̴ ̶f̷e̴e̴l̵i̵n̵g̸s̶ ̴a̶r̶e̷ ̵o̴f̵ ̴n̸o̷ ̴c̸o̴n̴s̵e̸q̷u̴e̶n̷c̸e̴.̷ ̴

The Truth

"Oh you fools, you believe that I can't kill you? Oh,y̸o̵u̴ ̵t̷r̵u̵l̵y̸ ̸a̸r̶e̵ ̵i̴d̶i̷o̴t̴s̸" At 3rd level, you gain proficiency in Intimidation. You add twice your proficiency bonus in checks with this skill if you are already proficient.

In addition, you can touch the mind and whisper the truth to an enemy. When a creature fails a save against your Confusion Blast, the creature have Disadvantage on the next attack made until the end of your next turn.

Manipulate the Code

"Who cares about the rules, I was made to break them!"

Starting at 6th level, you gain the ability to take one additional Bonus Action during your turn. You can use this ability a number of times equal to your proficiency bonus, regaining your uses after completing a long rest.

The Gift

"I don't care about what you think, I will fix you. You may not like it, b̴u̸t̷ ̴s̶o̸o̶n̶,̴ ̷y̶o̵u̸ ̴w̸i̶l̷l̶ ̷l̵o̸v̴e̵ ̷m̷y̶ ̸g̴i̸f̸t̵"

At 14th Level, you can give an enemy your gift and make them into your friend. When you kill an enemy with an attack or using your Confusion Blast, you can choose to cause no damage and choose instead to infect them with a much more volatile strand of the virus.

The target must succeed a Constitution saving throw against your Magical Anomaly save DC, or it becomes an aberrant servant, being controlled by you as if controlled by a dominate monster spell. The creature type changes to aberration and the creature is considered an Magical Anomaly for the purposes of your class features that behave differently on anomalies.

The creature is able to speak in Glitched Speech, and it remains under your control until you die or until remove curse is cast on it.

Anomaly.exe[edit]

As you peer into the cracks between realities, you can see people sitting at a table, rolling dice and talking about things yet to come. As you listen to these dice-rolling gods who decide what happens, you can catch snippets of conversation that tell you things about the future.

Playing parts

"Oh, how quaint. You can breath fire? So can I"

Due to the nature of your affliction, instead of your mind shattering (as much as others,) you have seen a truth not even the viruses would DREAM to know. You have knowledge of any and all races and sub-races between all realities. At 2nd level, you gain the other races and sub-races abilities of your choice entirely (e.g you choose orc you have all of the orc's race abilities alongside yours unless you choose to abandon one of the abilities from the race and sub-race. If a race gives you a sub-race you can choose to either abandon it or take it. This means all of the abilities from ability score increase to subrace. ) and can switch between them over a short or long rest, you can have five race and sub-races active at a time along side your own sub-races. Due to having the races abilities you are considered that race until you switch it for another.

VARIANT: You choose five race and sub-races from races other than your own. You cannot take the ability score increase of the races picked with this subclass

Kick the die

"SCREW IT, IF YOU CAN'T DO IT I'LL DO IT FOR YOU!" At 8th level. You can choose to roll for someone else, using your stats instead of theirs. You can do this an equal amount of times as your Intelligence modifier x your level, minimum of 1. You can also choose to let the creature fail the roll.

All in my head

"Good, Bad, I'm the guy with the long sword." You finally understand the real meaning of this world. There is no good or evil, it's all just in your head. At 14th level, you can ignore all class, race and alignment prerequisites to attune to magic items and artifacts. Further more, you are immune to magic that relies on creature type or alignment. You can choose to be immune to all types of damage for 5 minutes, you can do this three times before a long rest.

Magical Anomaly Spell List[edit]

Cantrip

eldritch blast

1st level

absorb elements, Hex, cause fear, chaos bolt, color spray, dissonant whispers, false life.

2nd level

alter self, crown of madness,suggestion

3rd level

clairvoyance, hunger of hadar

4th level

confusion, summon aberration

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Magical Anomaly class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Magical Anomaly class, you gain the following proficiencies:


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