Quantum Mechanics (5e Subclass)
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The One Who Is All Things But Is No One At All[edit]
Warlock Subclass
You are the one who studies to understand the possibilities of all things. You are the one who understands every action and event.
You are a master of all possibilities in combat. As such, you have the ability to alter time and reality as others understand time.
- Multicast
Acting inside the vortex for so long has peaked the Chronolord's reflexes. Starting at 6th level, when you cast a cantrip using your action, you can cast another cantrip as a bonus action.
- Time Entanglement
Beginning at 2nd level, you can go back in time 1 round (6 seconds). You can use this feature once per short rest. Others are not aware of the time reset, unless they make a DC 20 intelligence check. You can do this a number of times equal to your intelligence modifier per long rest (minimum 1).
- Quantum Knowledge
Through your studies, you have learned various exploits to the world's probabilities. When you choose this subclass at 2nd level, you can use your CHA modifier instead of DEX for armor class, ignoring any limitations that would otherwise apply (you can add your full CHA modifer even with medium or heavy armor). Also, once per long rest you can re-roll one skill check made by you or any other creature in a 30ft radius. You may choose to keep either roll, as if it was the original result. At level 6, you can re-roll once per short rest.
- Feature - Probability Flip
When you choose this subclass at 2nd level, you may chose to invert one skill check or attack roll per long rest, subtracting the result of the initial roll out of that die's maximum+1, usuallya d20. e.g. 20 becomes 1, 5 becomes 16, etc. If multiple dice were rolled, this applies only to the lowest roll. Add any modifiers, unless negative, after the inversion.
- Entanglement
Starting at 2nd level, you can choose two beings and magically link them. Once per long rest, you can spend your bonus action to Entangle two beings you can see and roll a d10. Whenever one linked being receives healing or damage, the other takes an amount of the same effect proportional to the d10 roll: 1-3 is no damage, but must make saves for conditions; 4-7 is half damage; 8 or 9 is full damage; and 10 is 150% damage. If either becomes affected by poison or a similar condition, every other linked being must make a Constitution save against your spell save DC or suffer the same condition until it ends on the creature initially inflicted or the entanglement ends. Entanglement lasts until dismissed with an action, one of the linked beings drops to 0hp, you are incapacitated, an abilty that is able to cut the Astral Projection tether is used or the two creatures are not on the same plane anymore. If one of the creatures drops to 0hp, all other linked creatures must make a WIS saving throw against your spell save DC against madness. If the fail, they get one long-term madness effect from the DM Guide. At 11th level you can entangle creatures twice per long rest and at 16th you can do it three times.
- Rush
Beginning when you select this school at 2nd level, you learn to accelerate time around yourself causing the world to appear slower in comparison. As a bonus action, you enter a state of Rush for 1 minute. You may end this effect at any time as a bonus action.
While Rush is active, your speed is increased by 20. You also gain advantage on Dexterity saving throws and melee attacks, and attacks against you have disadvantage. You cannot use this feature again until you finish a short or long rest.
At 6th level, increase the duration to 2 minutes and your speed is increased by 30. At 10th level, the duration increases to 3 minutes and your speed is increased by 40. At 14th level, the duration increases to 4 minutes and your speed is increased by 50.
- Time Armor
At 2nd level your form is not entirely solid, you constantly seem to flicker in and out of this plane. Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 13 + your Intelligence modifier.
- Timekeeper
Starting at 2nd level, you have developed an innate sense of the flow of time around you. You always know the time, date and year of where you are located. As an action, you can detect any distortions in time within a 60-foot radius of where you are standing. This ability is not blocked by physical obstructions, though it cannot reach past magically created barriers such as a wall of force or a tiny hut.
At 6th level, the range of this ability increase to 120 feet. At 10th level, the range of this ability increase to 240 feet. At 14th level, the range of this ability increases to 1 mile.
- Chronomancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a chronomancy spell into your spellbook is halved.
- Time Variant
Starting at 2nd level, time has become a relative matter for you. You rest and regenerate way quicker than other creatures. You regain hit points during a short rest after 30 minutes, rather than 1 hour, when you spend hit dice to do so; and you need to sleep only half the normal time for your race. You still need to rest by doing light activity in order to gain the full benefits of a long rest.
In addition, you no longer need to eat or drink in order to survive.
- Spatial Entanglement
Beginning at 6th level, you can be in two places at once. Using 1 action, you can split yourself into 2 entities. Both retain your mind, but both have disadvantage on checks and saving throws for Strength and Dexterity. Both share initiative and can move separately. Any attack directly targeting 1 of the entities has a 50% chance of connecting (on top of attack roll) with the targeted entity. This split lasts for 10 rounds (1 minute), but can be extended by spending a spell slot, increasing the amount of rounds by the level of the spell slot. When the split ends, there is a 50% chance for either entity to be the entity which becomes the only one left. You can use this feature a number of times equal to your intelligence modifier per short or long rest (minimum 1).
- Phasing
Starting at 6th level, difficult terrain no longer affects you, and once per short rest, you may pass through one solid object, wall, floor, or creature no more than 2 feet in width and not magically protected. This may also be done as a reaction in combat to avoid one attack that would otherwise have hit. At 12th level, you can do this twice per short rest, and at 16th level, you can phase through magically protected barriers up to 5 feet in width.
- Shelter of Time
Beginning at 6th level, the amount of time you need to rest is reduced by half (30 mins / 4 hours). This feature stacks with other sleep-related effects and features.
- Time Acceleration
When you reach the 6th Chronolord level, your time powers begin to overflow. At the end of your turn, you can choose to make a DC 15 Intelligence saving throw. If you succeed, you can take another full turn right after this one. On a failed save, you take 10d10 psychic damage.
After each success the DC increases by 5 and the failure damage increases by 2d10. The DC and the damage resets after completing a long rest.
At 10th level, halve the time you need to rest again (15 mins / 2 hours). At 14th level, halve the time you need to rest again (8 mins / 1 hour).
- Time Step
At 10th level, for your movement action or dash action you take a step out of time and move up to your remaining movement, then come back into the present (essentially teleporting). You may teleport into an unoccupied space up to your movement speed two times per short rest.
At 14th level, you may dash as a bonus action and teleport 4 times per short rest.
- Superposition
Starting at 10th level, you have learned to abuse the art of teleportation and exist in two places at once. Once per long rest, a black mist shrouds you and splits into two, the second moving up to double your movement away from the original upon its creation. While in this form, both instances can attack at the cost of half damage and can cast spells at half duration, number of targets, and magnitude of effect when applicable. The spell slot cost is not changed. Each instance can move independently, up to your speed in distance, totaled at up to double your movement between the two. You take half damage from ranged attacks and AoE abilities, unless the AoE encompasses both shrouds. This form ends when you take an action to end it, appearing at your choice of the two points, or if a measurement is forced by being observed as an action by a creature with Truesight or a similar ability able to see through illusions, or by being touched in any way, including successful melee attacks against you. If a measurement is forced, roll 1d20 - an even number puts you at the current position of the destination shroud, and an odd number puts you at the current position of the original shroud. If the roll puts you at the location of a melee attack, you take full damage and automatically fail any saving throw it might impose; otherwise, the attack misses. This ability cannot be initiated if being focused on by a creature with Truesight. At 15th level, you can go into superposition once per short rest.
Also, while cloaked and not in focus of Truesight, your body can act as pure energy and attack with the Eldritch Blast cantrip, casting a beam from each shroud. This ability is an exception to the aforementioned spellcasting limitations while in Superposition. This can be done five times per long rest, restoring one use after a short rest. At 15th level, you cast two beams from each shroud.
- The Cat Protocol
Beginning at 10th level, you can place yourself in a magical box to protect yourself from harm. Upon being successfully hit by an attack, you can use your reaction to spend 1 spell slot of at least 2nd level to create a 15ft impenetrable magical box centered on yourself. While in the box, you cannot receive any damage, including the damage which triggered your reaction. The box lasts for 5 rounds plus the amount of levels higher than 2nd from the spell slot you spent on this box. When the box disappears, there is a 50% chance that you receive the damage that triggered this ability.
- Being of Time
Spending most of your time in the Astral Plane, you have found yourself immune to the effects of time itself. At 10th level, you are no longer affected by old age, either natural or magical.
- Time Acceleration
When you reach the 10th Chronolord level, your time powers begin to overflow. At the end of your turn, you can choose to make a DC 15 Intelligence saving throw. If you succeed, you can take another full turn right after this one. On a failed save, you take 10d10 psychic damage.
After each success the DC increases by 5 and the failure damage increases by 2d10. The DC and the damage resets after completing a long rest.
- Restore Points
Beginning at 14th level, you can return to a previously chosen point in time. You can designate your current point in time as a “Restore Point” which your DM must record all relevant information of the current state of your game if you were to return to this Restore Point. Your DM determines how many Restore Points you can have. You can go back in time to any Restore point within the past 3 hours. You can use this feature a number of times equal to your constitution modifier per short or long rest, and others are not aware of the time reset unless they pass an intelligence check DC20. You take 2d10 psychic damage if you have used this feature already since your last short or long rest.
- Time Weapon
Starting at 14th level, you can use your action to make a weapon out of solidified time in your empty hand that can deal damage and age your opponents. You can choose the form that this weapon takes each time you create it. You are proficient with it when you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your time weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your time weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your time weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your time weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
When you attack with this weapon, deal the normal damage for a weapon of its type plus 10 force damage. Roll a 1d10 upon a hit and your target ages that many years on a failed Constitution saving throw against your spell DC.
- Superstasis
Starting at 14th level, you've learned how to apply the principles of superposition to life and death. Once per 1d6 days, when reduced down to zero hit points, a black mist shrouds you, and you automatically disengage from your attacker and are moved outside of their melee range. You do not take an attack of opportunity. While in this state, you can move as normal, deal damage at half magnitude and cast spells at half duration, number of targets, and magnitude of effect when applicable. The spell slot cost is not changed. This state ends if you take damage or healing from an outside source, are observed as an action by a creature with Truesight or other abilities able to see through illusions, or 1 minute passes. If you take damage, you are reduced to zero hp and fall unconscious. If you receive healing, the shroud fades away and your HP is restored to the amount it was before taking the blow that initiated Superstasis plus the amount healed for. If the effect ends to time or Truesight, roll a d20, where an even number restores you to the HP you had before taking the blow that initiated Superstasis, and an odd number reduces your HP to zero and you must roll a death saving throw. Superstasis cannot be initiated if being focused on by a creature with Truesight. You cannot enter Superposition while in Superstasis. At level 20, you can do this once every 24 hours.
- Time Walk
At 14th level a Chronolord can manipulate time at a molecular level. You can pause time for the particles at your feet allowing you to walk on air. You now have a fly speed equal to your movement speed and you can hover in place as long as you are conscious.
Additionally, as a bonus action after you cast a spell of 1st-level or higher from the Chronomancy list, you can warp in a straight line, teleporting to an unoccupied place you can see within 30 feet.
Chaotic Rift[edit]
Thanks to your studies, you gain a new option for your 9th level spell. See chaotic rift.
Optional Features[edit]
To personalize your Wizard and fully commit to the Chronolord role, here are presented some optional features, that replace your core wizard features. With the authorization of your DM, you can replace one, or all, of your Wizard features by the optional feature of correspondent level.
You can only choose these features after choosing the Chronolord subclass.
Paradox (Replaces Arcane Recovery)
Starting at 1st level, you gain the ability to alter events that happened recently. Using your reaction, you may reroll any ability check you or a creature within 30 feet has just rolled and the result of the first roll cannot be used. You may use this feature a number of times equal to half your Wizard level (rounded up). You regain all uses after a long rest.
Chronomaster (Replaces Spell Mastery)
Reaching the peak of your powers, you have become time itself. The Gods of Time have granted you with the gift of Ultimate Time Manipulation. Starting at 9th level, you gain an additional 9th level spell slot, that can only be used to cast the spell time stop.
In addition, you add the time stop spell to your list of spells known, you don't already know it.
Timeline Rewrite (Replaces Signature Spells)
You can now manipulate a timeline to their liking. Altering the course of history, you can freely change a timeline from your past. Whenever you fail a saving throw, ability check or attack roll, or whenever a creature succeeds on a saving throw against your, you can choose to instantly succeed, or cause the creature to instantly fail.
Once you use this ability, you can't use it again until you finish a long rest.
Chronomancy Spells[edit]
- Cantrips
halt, bolt of time, temporal rift, astral barrier, vortex gaze, time stride, astral light
- 1st Level Spells
spell blade, revert time, hush, weight of 1000 years, Rift Balance, summon astral beast, eyes of time, riddle
- 2nd Level Spells
clockwork sphere, reflexive shot, eyes of fate, ancient path, ancient tether
- 3rd Level Spells
time bomb, bonesword, column of time, astral guardian, accelerating sphere, accelerate self.
- 4th Level Spells
bane shot, split causality, veil of compressed time, astral release
- 5th Level Spells
enervation, astral communication, time trap, astral entity
- 6th Level Spells
- 7th Level Spells
delayed blast time bomb, time restoration
- 8th Level Spells
- 9th Level Spells
quantum shift, pillars of time.
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