User:Celestial Mechanist/Quantum Dragon

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Quantum Dragon[edit]

Class Features

As a Quantum Dragon you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose four from Athletics, Deception, History, Intimidation, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.

Equipment

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

  • no starting equipment, you start with gold
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Quantum Dragon

Level Proficiency
Bonus
Features Bite Damage Claw Damage Tentacle Damage —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Scales, Multiattack 1d8 1d4 1d4 2
2nd +2 Dragon Breath 1d8 1d4 1d4 3
3rd +2 Dragon's Expertise, Draconic Durability 1d10 1d4 1d4 4 2
4th +2 Ability Score Improvement 1d10 1d4 1d4 4 3
5th +3 Multiattack, Large Size 1d10 1d6 1d6 4 3 2
6th +3 Alternate Form, Infused Strikes 1d10 1d6 1d6 4 3 3
7th +3 Frightful Presence 1d10 1d6 1d6 4 3 3 1
8th +3 Ability Score Improvement 1d10 1d6 1d6 4 3 3 2
9th +4 Enhanced Breath 1d10 1d6 1d6 4 3 3 3 1
10th +4 Draconic Vigor 1d10 1d6 1d6 4 3 3 3 2
11th +4 Huge Size, Enhanced Senses 2d6 1d8 1d8 4 3 3 3 2 1
12th +4 Ability Score Improvement 2d6 1d8 1d8 4 3 3 3 2 1
13th +5 Arcane Inheritance 2d6 1d8 1d8 4 3 3 3 2 1 1
14th +5 Ability Score Improvement 2d6 1d8 1d8 4 3 3 3 2 1 1
15th +5 Arcane Supremacy 2d6 1d8 1d8 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 2d6 1d8 1d8 4 3 3 3 2 1 1 1
17th +6 Multiattack, Gargantuan Size 2d8 1d10 1d10 4 3 3 3 2 1 1 1 1
18th +6 Legendary Dragon 2d8 1d10 1d10 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 2d8 1d10 1d10 4 3 3 3 3 2 1 1 1
20th +6 Ascendant Dragon 2d8 1d10 1d10 4 3 3 3 3 2 2 1 1

Cosmological Protection[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Intelligence modifier + your Charisma modifier.

Multiattack[edit]

Beginning at 1st level, whenever you take the Attack action on your turn, you may make a bite attack and a claw attack or four tentacle attacks. Your claws deal 1d6 + your Strength modifier slashing damage and your bite deals 1d6 + your Strength modifier piercing damage, and your tentacles deal 1d6 + your Strength modifier bludgeoning damage. The die for your claw, bite, and tentacle attacks changes as you gain dragon levels, as shown in the Claw Damage, Bite Damage, and Tentacle Damage columns of the Dragon table.

The number of attacks increases to two claw attacks, two tentacle attacks, and one bite attack OR six tentacle attacks when you reach 5th level in this class and to one bite attack and two claw attacks, and four tentacle attacks OR eight tentacle attacks when you reach 17th level in this class.

Additionally, while in your humanoid form, you gain additional attacks. At 1st level, you take two attacks whenever you take the attack action. This increases to 3 at 5th level and 4 at 17th level.

Spellcasting[edit]

At 1st level, your attachment to the cosmos gives you the innate ability to cast spells. You need not memorize or record spells, but in order to learn them, you must observe or study them. Whenever you witness a cast or the effects of a transmutation, abjuration, or enchantment spell, you automatically add that spell to your list of known spells. For spells of any other school, you must record the details of the spell, including any and all components, in a tome or other recording device, and study the spell for an amount of hours equal to 8 times the spell's level. If done correctly, you add that spell to your list of known spells. You can study a number of spells simultaneously equal to your proficiency modifier. When performing a short or long rest, you may count those hours towards your spell research.

Your spells are treated as spells only for the purposes of casting, countering, and dispelling. They do not count as spells for purposes of outside modifiers, influences, resistances, immunities, etc., where instead they are counted as abilities.
Your spellcasting modifier is Charisma, and the spell save DC for your spells is 8+Charisma modifier+Proficiency modifier.
Your total spell slots are outlined in the Quantum Dragon feature table. Regain the spell slots after a long/short rest.

Quantum Breath[edit]

At 2nd level, you can manipulate the particles in your surroundings to exhale a great floe of gravitational energy. Creatures in a 30-foot cone in front of you must succeed a Constitution saving throw with DC equivalent to 10+Intelligence modifier+Charisma modifier or be pulled towards you, ending in the nearest unoccupied space.

Alternate Form[edit]

Starting at 3rd level, you can assume the form of any humanoid of Large size or smaller as a bonus action. This ability functions as a polymorph spell cast on yourself except you keep the items you currently have on you, lose access to your natural attacks and breath weapon, retain your ability scores, and you gain none of the abilities of the form you take. You can remain in this humanoid form until you choose another form or return to your natural form as a bonus action.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Large Size[edit]

Starting at 5th level, your size becomes Large. You can carry, push, drag, or lift double the amount of a Medium sized creature.

Infused Strikes[edit]

Starting at 6th level, your natural attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Hunt through Hyperspace[edit]

Starting at 7th level, you can manipulate the energy and matter around you to instantly displace yourself to a target. Whenever you may charge attack, you may charge up to four times your movement speed, but only if you can see the creature you are targeting and the space you end in is large enough to fit you. When you do so, all attacks made during the charge deal dark matter damage instead of their standard type. You may use this ability a number of times equal to your Charisma modifier. Regain all spent uses on a long rest.

Destabilize[edit]

Starting at 9th level, you gain the ability to disrupt the flow and stability of particles around you. As an action, you may Destabilize an area 15 feet around you. Creatures of your choice within the field must pass a Constitution saving throw with DC equivalent to 10+Intelligence modifier+Charisma modifier or be affected by the "Destabilized" condition, which causes all damage taken by them to increase by 25%, rounded up. Dark matter damage taken by them is increased by 50%, rounded up. Percentage increases are applied after damage dice are rolled.

Dimensional Strikes[edit]

Starting at 10th level, your tentacle attacks gain a reach of 10 feet. Additionally, as a bonus action you can infuse your tentacle attacks with raw dark matter for 1 minute, giving them a reach of 60 feet, allowing you to substitute your Charisma modifier instead of your Strength modifier for any relevant rolls, and making them deal dark matter damage instead of their normal damage type. You may use this ability a number of times equal to your Charisma modifier. Regain all spent uses on a long rest.

Huge Size[edit]

Starting at 11th level, your size becomes Huge. You can carry, push, drag, or lift double the amount of a Large sized creature.

Enhanced Senses[edit]

Starting at 11th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Additionally, your Darkvision is increased to 120 feet and you gain Blindsight of 60 feet.

Nucleic Inherency[edit]

Starting at 13th level, your mastery over your spell-like abilities grows to new heights. Upon finishing a long rest, you may select a number of duration-based spells equal to half your proficiency modifier, rounded up. You permanently have the effects of these spells. If you are affected by a dispelling effect, the spells are only dispelled for a number of hours equal to the spell's level, after which the effect resumes normally.

Slipspace[edit]

At 15th level, you gain the ability to manipulate particles in order to fly effortlessly. You gain a fly speed and a float speed equal to twice your movement speed.

Gargantuan Size[edit]

Starting at 17th level, your size becomes Gargantuan. You can carry, push, drag, or lift double the amount of a Huge sized creature.

Legendary Dragon[edit]

Starting at 18th level, you become a legendary creature of myth and folklore. You gain a single Legendary Action. You can take this Legendary Action only at the end of another creature’s turn. You regain your spent Legendary Action at the start of your turn. Your Legendary Action can be spent on any of the following:

Destabilize. You may use your Destabilize feature.
Flight. You may fly up to half your flight speed. Doing so ignores opportunity attacks.
Cantrip. You may cast a cantrip.

Master of All[edit]

Starting at 20th level, you have ascended into the final stages of your form. Your natural attacks now innately deal dark matter damage, and you may substitute your Charisma modifier in place of all Strength modifiers. Additionally, your size becomes Colossal. You can carry, push, drag, or lift double the amount of a Gargantuan sized creature. You gain a special spell slot called an Ascendant spell slot that may be used only to cast Ascendant spells. You learn the following Ascendant spell:

Universe-Eater

Casting time
1 action
Range
60-foot circle
Components
V
Duration
Concentration

After conjuring for six seconds, you open up your face plate to reveal your horrifying visage. All creatures of your choice within 60 feet of you must succeed on a Constitution saving throw or be mercilessly ripped apart by an expanding vortex of gravitational energy, suffering dark matter damage equal to 1d8 times your level and being pulled towards you and placed in the nearest unoccupied space adjacent to you. Creatures that remain in the vortex or start their turn there must repeat the save, except they take 1d4 times your level dark matter damage. Creatures that pass the save are not pulled and take half damage.

Levels Beyond[edit]

At regular experience intervals equal to the one between 19th level and 20th level (or at your DM’s given intervals) you may grow your Draconic power even further. Each time you gain a level beyond 20, gain additional hit points as if you gained a level, and choose one of the following benefits:

You learn any spell as an at-will spell at your DM’s discretion.
The amount of magic items it takes for you to permanently gain an effect from Draconic Vigor is reduced by 2, but not below 2.
You gain a feat or epic boon.
Your flight speed increases by 10 feet.
Your Ascendant Dragon feature’s spell slot negation level increases by 1.
You natural attacks deal an additional die of damage.
The chance of you activating either of your percentage-chance abilities from your Ascendant Dragon feature increases by 25%.

Multiclassing[edit]

You cannot multiclass into the Dragon class.