2 turns Mar 13, 2024 at 8:43 AM GMT United Kingdom , Nottingham
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Outputting into a markdown box and ensuring all markdown formatting tags are shown, please rewrite the contents of the attached file, keeping all formatting the same, including the :: used on lines in each spell but making the text more richly descriptive, keeping more with the theme of the class and subclasses, and matching the style of other dnd 5th edition books, particularly for the spells and abilities. Please also ensure that no two spells or abilities share too similar a name or description and make amendments as needed: # Quantum Arcanist _Quintessential savants of the cosmos, Quantum Arcanists seamlessly weave the enigmatic tapestry of existence with the esoteric principles of Quantum Mechanics. Quirking probabilities, questing through quagmires of parallel realities, or quenching the oscillating waves of quantum flux, they command an awe-inspiring authority that transcends ordinary comprehension._ #### Source of Power Quantum Arcanists draw their power from the fundamental forces that govern the universe. By understanding and manipulating quantum states, they can alter probabilities, warp space-time, and even entangle the fate of creatures across distances. Their power is both a profound scientific discipline and an arcane art, requiring intense study, unparalleled intuition, and a mind unbound by conventional reality. #### Origin The origin of the Quantum Arcanist is as mysterious and complex as the quantum realms they explore. Some say they were the universe's first scholars, born from the cosmic curiosity that sparked creation. Others believe they are the result of an inevitable evolution, as sentient beings strive to understand and control the fabric of reality. Their purpose is as varied as their origins, from seeking ultimate knowledge to protecting the cosmos from unraveling at its quantum seams. ### Creating a Quantum Arcanist Choosing to play a Quantum Arcanist means embracing the mysteries of the universe as your domain. Characters drawn to this class might be intellectuals, rebels against the natural order, or seekers of truth in a chaotic world. Expect a gameplay experience filled with strategic possibilities, as you manipulate the battlefield, defy physics, and explore powers that blur the line between science and magic. #### Quick Build To quickly build a Quantum Arcanist, prioritize your Intelligence score above all else, as it powers your spellcasting and quantum abilities. Next, consider Dexterity or Constitution for improved survival. At first level, choose spells that reflect your character's understanding of quantum mechanics and their approach to manipulating reality. Whether focusing on defensive measures, manipulating probabilities, or bending the laws of physics, your spell choices should mirror your philosophical and tactical inclinations. ## Class Features As a Quantum Arcanist, you gain the following class features. ### Hit Points **Hit Dice:** 1d6 per Quantum Arcanist level **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Quantum Arcanist level after 1st ### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Intelligence, Constitution **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion ### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a quarterstaff or (b) a dagger * (a) a scholar's pack or (b) an explorer's pack * A spellbook ### Quantum Magic At 1st level, you learn the secrets of harnessing quantum magic, allowing you to manipulate the fabric of reality through your understanding of quantum mechanics. #### Spells **Cantrips:** As a Quantum Arcanist, your profound comprehension of quantum phenomena affords you insight into the bedrock of existence itself. You inherently wield the quintessence of quantum forces through the mastery of all five cantrips from the Quantum Arcanist spell list, symbolizing your adeptness in the core tenets of this enigmatic discipline. Moreover, your chosen interpretation of reality imbues you with the ability to channel the essence of two additional cantrips from the subclass expanded spell list, reflecting your unique perspective on the true nature of existence. **Spellcasting:** While many Quantum Arcanists maintain an extensive collection of tomes, scrolls, and arcane treatises containing esoteric knowledge and theories, these are not conventional spellbooks in the traditional sense. Instead, your understanding and interpretation of quantum mechanics grant you access to the spells listed in the main spell list and those of your subclass. As you progress and unlock higher levels of spellcasting, you automatically gain access to the corresponding spells from both lists, reflecting your deepening connection to the fundamental fabric of reality. **Preparing and Casting Spells:** The Quantum Arcanist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. **Spellcasting Ability:** Intelligence is your spellcasting ability for your Quantum Arcanist spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Quantum Arcanist spell you cast and when making an attack roll with one. ### Quantum Arcanist Features #### Quantum Flare At 1st level, you unlock the ability to evoke a dazzling burst of quantum luminescence, distorting the space around you to hinder assailants. As a reaction to being targeted by an attack within 30 feet, you can emit this radiant flare, imposing disadvantage on the attacker's roll as they struggle to perceive their target amidst the shifting quantum energies. #### Aetheric Shift Upon reaching 2nd level, you gain mastery over the aetheric currents, enabling you to effortlessly phase in and out of reality. With a mere thought, you can utilize your action to seamlessly shift your position within 30 feet, bypassing obstacles and evading danger with uncanny agility. #### Temporal Surge Upon attaining 5th level, you harness the temporal currents to surge your body with fleeting bursts of quantum energy. For 1 minute, you gain advantage on Strength and Dexterity saving throws, as the temporal flux enhances your reflexes and strength, allowing you to react with lightning speed and unparalleled agility. #### Echoing Resilience As your understanding of quantum mechanics deepens to 7th level, you gain the ability to resonate with echoes of parallel timelines. While concentrating on a spell, you become attuned to these echoes, gaining resistance to all damage types, as the echoes of alternate timelines shield you from harm. #### Entropic Bond Upon reaching 9th level, you forge an entropic bond with the fabric of reality itself, linking your fate to that of another creature. As an action, you can designate a creature within 60 feet to become entangled with you for 1 minute. While entangled, any damage taken by one creature is evenly distributed between both, creating a symbiotic bond that binds your destinies together. #### Ethereal Flux Upon attaining 11th level, you attune yourself to the ethereal flux, allowing you to shift effortlessly between dimensions. For 1 minute, you can tap into this flux to bolster your defenses, granting yourself advantage on saving throws against spells and other magical effects, as the ethereal energies imbue you with a heightened awareness and resilience. #### Quantum Confluence As your mastery over quantum mechanics reaches its zenith at 13th level, you gain the ability to manipulate the confluence of quantum energies around you. You can alter the fabric of reality within a 30-foot radius, distorting space-time to provide yourself and your allies with cover against ranged attacks and imposing disadvantage on attacks made against you, as the quantum flux shields you from harm. #### Field Attunement As your understanding of quantum mechanics reaches its zenith at 15th level, you achieve mastery over the manipulation of quantum fields. You gain the ability to alter the fabric of reality within a 30-foot radius, granting you and your allies half cover against ranged attacks and imposing disadvantage on attacks made against you, providing unparalleled protection on the battlefield. #### Quantum Thaum Theory Upon reaching 18th level, you achieve complete understanding of the relationship between quantum fields and the raw magical power of the world, transcending mortal limitations to commune with the very fabric of the Weave and control the mediator of its force, the Thaum Boson. You can cast any spell from the wizard spell list without the need for preparation, once per long rest. Additionally, you can replenish expended spell slots by spending 1 minute in meditation, restoring a combined level of spell slots equal to twice your proficiency bonus, as the cosmic energies bend to your will, granting you unparalleled mastery over the arcane. ### Quantum Arcanist Spell List #### Quantum Spark *Evocation Cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You conjure a small spark of quantum energy and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. #### Entropic Strike *Transmutation Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V **Duration:** :: Instantaneous Your melee weapon becomes imbued with entropic uncertainty. On your next weapon attack made before the end of your next turn, you can choose to roll an additional 1d4 and add the result to the attack's damage roll. #### Probability Flux *Divination Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You briefly alter the probability of nearby events. Choose one creature within 30 feet of you. That creature gains advantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn. #### Quantum Phantasm *Illusion Cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: S, M (a small piece of glass) **Duration:** :: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion can't create any effect that requires a saving throw. If the object produces sound, its volume can range from a whisper to a scream. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. #### Quantum Grasp *Conjuration Cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You conjure a spectral hand made of quantum energy within range. You can use your action to control the hand, performing simple tasks like picking up an object weighing no more than 10 pounds, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial. #### Quantum Flux *1st-level Transmutation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S **Duration:** :: Instantaneous You manipulate the uncertainty of quantum states around one target within range, causing one of several random effects to occur. Roll a d4 to determine the effect: 1. The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier. 2. The target's speed is halved until the end of its next turn. 3. The target takes 1d6 psychic damage. 4. The target is blinded until the end of its next turn. #### Quantum Duality *1st-level Illusion* **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V, S **Duration:** :: 1 round You cause yourself to occupy multiple positions simultaneously. The next attack roll, saving throw, or ability check you make before the end of the spell has advantage, as you momentarily benefit from being in the most favorable position. #### Quantum Leap *2nd-level Conjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You teleport up to 60 feet to an unoccupied space that you can see. Alternatively, if you are carrying an object that weighs up to 10 pounds, you can teleport it to a destination within range instead of yourself. #### Quantum Tether *2nd-level Enchantment* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a pair of entangled quantum particles) **Duration:** :: 1 hour You link two creatures you can see within range. For the duration, as long as the creatures are within the same plane of existence, they can transfer health or conditions (being blinded, poisoned, etc.) from one to the other as a bonus action. Each transfer uses 5 feet of the recipient's movement on their next turn. #### Observer's Paradox *3rd-level Divination* **Casting Time:** :: 1 reaction, which you take when you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw **Range:** :: 60 feet **Components:** :: V, S **Duration:** :: Instantaneous You force the creature to reroll the d20 and must use the new roll. This spell can be used after the original roll, but before the outcome is determined. #### Quantum Interference *3rd-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: V, S, M (a prism) **Duration:** :: Concentration, up to 1 minute You create a zone of overlapping quantum states in a 20-foot-radius sphere centered on a point you choose within range. Creatures within the area must make an Intelligence saving throw. On a failed save, a creature treats all the terrain as difficult terrain, has disadvantage on attack rolls, and cannot take reactions until it leaves the sphere or the spell ends. #### Entropic Decay *4th-level Necromancy* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: V, S, M (a pinch of rust) **Duration:** :: Instantaneous You accelerate decay in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one. #### Quantum Aegis *4th-level Abjuration* **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V, S **Duration:** :: 1 minute You generate a shield of fluctuating quantum energy around yourself, granting you resistance to all damage types until the spell ends. #### Waveform Collapse *5th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a small mirror) **Duration:** :: Instantaneous You collapse the wavefunction of a creature you can see within range, forcing it into a single quantum state. The target must make a Wisdom saving throw. On a failed save, it takes 10d10 psychic damage and is stunned until the end of your next turn. On a successful save, it takes half as much damage and isn't stunned. #### Quantum Tunnel *5th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a piece of quartz) **Duration:** :: Concentration, up to 1 minute You create an area of quantum instability in a 30-foot cube centered on a point you choose within range. The area becomes difficult terrain. Creatures that start their turn in the area or enter it for the first time on a turn must make a Dexterity saving throw. On a failed save, a creature is teleported to an unoccupied space of your choice that you can see within the area. On a successful save, the creature is not teleported. #### Schrodinger's Catastrophe *6th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 150 feet **Components:** :: V, S, M (a sealed box containing a substance poisonous to a cat) **Duration:** :: Instantaneous You create a zone of quantum uncertainty in a 40-foot-radius sphere centered on a point you choose within range. For the duration, the area becomes a chaotic zone of potential outcomes. At the start of your turn, roll a d6 to determine the effect that occurs: 1. An explosion of force deals 5d6 force damage to all creatures in the area. 2. A wave of healing energy restores 3d6 hit points to all creatures in the area. 3. A burst of speed grants all creatures in the area an additional action on their next turn. 4. A distortion in perception causes all creatures in the area to be blinded until the end of their next turn. 5. An intense gravity well pulls all creatures in the area prone. 6. A temporal shift causes all creatures in the area to either lose or gain a turn (determined by a coin flip). #### Probability Manipulation *6th-level Divination* **Casting Time:** :: 1 action **Range:** :: Self (30-foot radius) **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You alter the probabilities of success and failure within a 30-foot radius sphere centered on yourself. For the duration, all attack rolls, ability checks, and saving throws made by creatures of your choice within the area have advantage. #### Quantum Entropy Blast *6th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 150 feet **Components:** :: V, S, M (a crystal prism) **Duration:** :: Instantaneous You unleash a wave of quantum energy that disrupts the fabric of reality, dealing 12d10 force damage to each creature in a 30-foot cone originating from a point you choose within range. A creature that succeeds on a Dexterity saving throw takes half damage. #### Heisenberg's Paradox *7th-level Enchantment* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a pair of dice) **Duration:** :: Concentration, up to 1 minute You increase the uncertainty in the outcome of actions taken by creatures of your choice within range. Until the spell ends, all attacks and checks made by those creatures are made with disadvantage. #### Temporal Phase Shift *7th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: V, S, M (a piece of hourglass) **Duration:** :: 1 round You shift the target slightly out of time, rendering it incorporeal and immune to all damage and effects until the start of your next turn. #### Quantum Singularity *8th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a black hole miniature) **Duration:** :: Concentration, up to 1 minute You create a point of intense gravitational pull at a point you can see within range. Each creature within a 20-foot radius sphere centered on that point must succeed on a Strength saving throw or be pulled 20 feet towards the singularity and take 8d10 force damage. #### Quantum Superposition *8th-level Illusion* **Casting Time:** :: 1 action **Range:** :: Self (60-foot radius) **Components:** :: V, S, M (a small prism) **Duration:** :: Concentration, up to 1 minute You cast a field that puts all creatures within it in a state of quantum superposition. Until the spell ends, affected creatures are simultaneously invisible and intangible, yet they can observe their surroundings normally. #### Quantum Supremacy *9th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You alter the fabric of reality to your will, allowing you to duplicate any lower-level quantum arcanist spell without expending a spell slot. The duplicated spell's level must be equal to or less than the level of the spell slot expended to cast Quantum Supremacy. #### Planck Energy Discharge *9th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a tiny orb made of compressed matter) **Duration:** :: Instantaneous You release a devastating burst of energy that obliterates matter at a molecular level in a 60-foot radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw, taking 12d10 force damage on a failed save, or half as much damage on a successful one. ## Quantum Interpretations As a Quantum Arcanist, your understanding of the universe is shaped by the enigmatic principles of quantum mechanics. These principles offer various interpretations, each providing a unique perspective on reality. By delving into different interpretations, you can unlock specialized knowledge and abilities, allowing you to tailor your approach to the arcane arts. Within the class, aspiring quantum arcanists can choose from three distinct subclasses, each offering a unique path to mastery over the fundamental forces of the universe. The Copenhagen Enforcer specializes in manipulating probabilities and quantum states, enabling them to control the outcome of events and protect themselves in combat. Those who choose this path gain the ability to create defensive fields of quantum distortion and unleash devastating bursts of entropic energy. In contrast, the Many-Worlds Navigator focuses on traversing parallel realities and manipulating the multiverse to their advantage. By creating illusory duplicates and shifting between multiple realities, they become elusive and difficult to target. Finally, the Pilot-Wave Pathfinder specializes in enhancing movement and control over the battlefield by manipulating pilot waves. They distort enemy waveforms, surge with pilot-wave energy to move gracefully, and even exert control over reality itself within their immediate surroundings. Choosing a subclass not only defines a character's abilities but also shapes their role and playstyle within the world of quantum magic. ### Interpretation Shift Changing your interpretation of quantum mechanics is a profound endeavor that requires dedicated study and contemplation. To shift your perspective, you must have access to your tomes, books of research, or other suitable sources of knowledge. Additionally, you need private study time equal to twice your current level. During this period, you immerse yourself in the intricacies of your chosen interpretation, unraveling its mysteries and adapting your magical techniques accordingly. Once the study is complete, you seamlessly transition to your new interpretation, harnessing its power to shape your magical abilities. ## Copenhagen Enforcer _The Copenhagen Enforcer subclass focuses on manipulating probabilities and quantum states to control the outcome of events._ #### Quantum Distortion Beginning at 3rd level, you harness quantum distortion to create a protective field around yourself. While not wearing heavy armor, you gain a +1 bonus to AC. Additionally, as a reaction, when you are hit by an attack you can impose disadvantage on that attack roll, or give yourself advantage on a saving throw. #### Entropic Blast Upon reaching 6th level, you unlock the ability to release a burst of entropic energy. You can use your action to unleash this blast in a 20-foot-radius sphere centered on a point you choose within 60 feet of you. Each creature in that area must make a Dexterity saving throw, taking 6d10 force damage on a failed save, or half as much damage on a successful one. #### Quantum Collapse At 10th level, you gain mastery over the manipulation of quantum probabilities. Once per turn, when you roll damage for a spell, you can reroll any of the damage dice. You must use the new roll, and you can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after finishing a long rest. #### Quantum Entanglement Upon attaining 14th level, you achieve a profound connection with the quantum fabric of reality. Whenever you deal damage to a creature with a spell, you can choose another creature within 30 feet of the target. The chosen creature takes psychic damage equal to half the damage dealt to the original target. Additionally, the original target must make a Wisdom saving throw or be stunned until the end of your next turn. #### Quantum Arbiter At 17th level, you become the arbiter of probability, shaping the outcomes of events to your will. You gain the ability to reroll any saving throw or attack roll you make, choosing which roll to use. Once you use this feature, you can't use it again until you finish a short or long rest. #### Quantum Apex Upon reaching 20th level, you ascend to the pinnacle of quantum mastery. You can cast the wish spell without expending a spell slot. After casting wish in this way, you can't do so again until you finish a long rest or next roll initiative. ### Copenhagen Enforcer Expanded Spell List #### Probability Distortion *Divination Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You briefly alter the probability of nearby events. Choose one creature within 30 feet of you. That creature gains disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn. #### Observer's Gaze *Divination Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You extend your senses into the quantum realm, granting you the ability to perceive events around you more clearly. For the duration, you gain advantage on Wisdom (Perception) checks. #### Quantum Anchor *1st-level Abjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You anchor yourself to the fabric of reality, making it harder for enemies to dislodge you. For the duration, you gain resistance to all damage types. #### Quantum Distortion Field *2nd-level Abjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You create a field of quantum distortion around yourself, causing attacks made against you to have disadvantage. Additionally, you can use your reaction to impose disadvantage on an attack made by a creature within 30 feet of you. #### Entropic Blast *3rd-level Evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S **Duration:** :: Instantaneous You unleash a burst of entropic energy at a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 6d10 force damage on a failed save, or half as much damage on a successful one. #### Quantum Lockdown *4th-level Abjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a lock and key) **Duration:** :: Concentration, up to 1 minute You lock down the quantum states of creatures in a 20-foot-radius sphere centered on a point within range. Each creature in that area must succeed on an Intelligence saving throw or have its movement speed reduced to 0 and be unable to teleport or use etherealness until the spell ends. #### Quantum Mirror *5th-level Illusion* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a mirror) **Duration:** :: Concentration, up to 1 minute You create illusory duplicates of yourself that move with you, confusing enemies. For the duration, whenever a creature targets you with an attack or a harmful spell, it must roll a d20 to determine whether it targets you or one of the duplicates. #### Chaos Unleashed *6th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 150 feet **Components:** :: V, S, M (a chaos symbol) **Duration:** :: Concentration, up to 1 minute You release a wave of chaotic energy at a point you choose within range. Each creature in a 30-foot-radius sphere centered on that point must make a Wisdom saving throw, taking 8d10 psychic damage on a failed save, or half as much damage on a successful one. #### Quantum Shatter *7th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S **Duration:** :: Instantaneous You shatter the quantum coherence of creatures in a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw, taking 10d10 force damage on a failed save, or half as much damage on a successful one. #### Quantum Collapse *8th-level Necromancy* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a vial of black liquid) **Duration:** :: Instantaneous You cause the quantum states of creatures in a 40-foot-radius sphere centered on a point within range to collapse, dealing 12d8 necrotic damage to each creature in that area. #### Reality Warp *9th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a shard of a fractured reality) **Duration:** :: Concentration, up to 1 minute You warp reality around yourself, distorting time and space. For the duration, you gain the following benefits: - You gain resistance to all damage types. - You can teleport up to 60 feet to an unoccupied space you can see as a bonus action. - You can take an additional action on each of your turns. ## Many-Worlds Navigator _The Many-Worlds Navigator subclass focuses on traversing parallel realities and manipulating the multiverse to their advantage._ #### Quantum Echo Beginning at 3rd level, once per short rest you can create illusory duplicates of yourself that move with you and confuse enemies for 1 minute. For the duration, whenever a creature targets you with an attack or a harmful spell, it must roll a d20. On a roll of 11 or higher, it targets you. On a roll of 10 or lower, it targets one of your duplicates. #### Multiversal Shift Upon reaching 6th level, you can for 1 minute shift between multiple parallel realities, making it difficult for enemies to target you. For the duration, attacks made against you have disadvantage, and you have advantage on saving throws against spells and other magical effects. You must complete a short rest before you can use this ability again. #### Multiverse Traversal At 10th level, you gain the ability to traverse the multiverse at will. As an action, you can cast the plane shift spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest. #### Multiversal Convergence Upon attaining 14th level, once per short rest you can harness the power of multiple parallel realities, causing them to converge around you. For 1 minute, you gain resistance to all damage, and whenever a creature targets you with an attack or a harmful spell, it must roll a d20. On a roll of 10 or lower, it targets one of your duplicates. #### Multiversal Mastery At 17th level, you achieve unparalleled mastery over the multiverse. You can cast the gate spell without expending a spell slot. After casting gate in this way, you can't do so again until you finish a long rest. Additionally, when you roll initiative and have no uses of Multiversal Mastery remaining, you regain one use. #### Quantum Nexus Upon reaching 20th level, you become a nexus of quantum energy, transcending the boundaries of reality. You can cast the astral projection spell without expending a spell slot. After casting astral projection in this way, you can't do so again until you finish a long rest or next roll initiative. ### Many-Worlds Navigator Expanded Spell List #### Multiverse Echo *Evocation Cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You create an echo of your actions across multiple parallel realities. Choose one creature within range. It takes 1d4 force damage as echoes of your action reverberate through the multiverse. #### Parallel Sight *Divination Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: 1 minute You briefly attune your vision to see glimpses of alternate realities. For the duration, you can see into the Ethereal Plane up to 60 feet away as if it were normally visible. #### Dimensional Shift *1st-level Conjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You briefly shift between realities, allowing you to avoid danger. You can move up to 30 feet to an unoccupied space you can see. #### Quantum Echo *2nd-level Illusion* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You create illusory duplicates of yourself that move with you, confusing enemies. For the duration, whenever a creature targets you with an attack or a harmful spell, it must roll a d20 to determine whether it targets you or one of the duplicates. #### Quantum Echo Blast *3rd-level Evocation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a piece of reflective glass) **Duration:** :: Instantaneous You unleash a burst of energy from your duplicates, creating a chaotic blast of force. Each creature of your choice within 15 feet of one of your duplicates must make a Dexterity saving throw, taking 5d10 force damage on a failed save, or half as much damage on a successful one. #### Multiversal Shift *4th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a small multiverse model) **Duration:** :: Concentration, up to 1 minute You shift between multiple parallel realities, making it difficult for enemies to target you. For the duration, attacks made against you have disadvantage, and you have advantage on saving throws against spells and other magical effects. #### Quantum Echo Surge *5th-level Evocation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a shattered mirror) **Duration:** :: Concentration, up to 1 minute You empower your duplicates with unstable quantum energy, causing them to explode when struck. For the duration, whenever a duplicate of yours is hit by an attack or a spell that deals damage, it explodes in a burst of force. Each creature within 10 feet of the duplicate must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. #### Multiversal Shatter *6th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 150 feet **Components:** :: V, S, M (a shattered multiverse model) **Duration:** :: Instantaneous You shatter the fabric of reality in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw, taking 10d10 force damage on a failed save, or half as much damage on a successful one. #### Quantum Echo Storm *7th-level Evocation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a shard of a mirror from each reality) **Duration:** :: Concentration, up to 1 minute You unleash a torrent of quantum energy from your duplicates, creating a chaotic storm of force. For the duration, whenever a creature starts its turn within 30 feet of one of your duplicates, it must make a Constitution saving throw, taking 8d10 force damage on a failed save, or half as much damage on a successful one. #### Multiverse Collapse *8th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a miniature replica of the multiverse) **Duration:** :: Instantaneous You collapse the quantum states of creatures in a 40-foot-radius sphere centered on a point within range. Each creature in that area must make a Wisdom saving throw, taking 12d8 force damage on a failed save, or half as much damage on a successful one. #### Multiversal Convergence *9th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (an ancient artifact representing the convergence of realities) **Duration:** :: Concentration, up to 1 minute You harness the power of multiple parallel realities, causing them to converge around you. For the duration, you gain the following benefits: - Your AC increases by 5. - You have advantage on all saving throws. - Whenever a creature targets you with an attack or a harmful spell, it must roll a d20 to determine whether it targets you or one of your duplicates. On a roll of 10 or lower, it targets a duplicate. ## Pilot-Wave Pathfinder _The Pilot-Wave Pathfinder subclass focuses on manipulating pilot waves to enhance movement and control over the battlefield._ #### Waveform Distortion Beginning at 3rd level, you distort the waveforms of creatures in a 15-foot-radius sphere centered on a point within 60 feet of you. Each creature in that area must make an Intelligence saving throw or have disadvantage on attack rolls and ability checks until the end of your next turn. #### Pilot-Wave Surge Upon reaching 6th level, you surge with pilot-wave energy, allowing you to move with extraordinary grace. For the duration, your movement doesn't provoke opportunity attacks, and you can move through the space of any creature that is of Large size or smaller. #### Waveform Collapse At 10th level, you gain the ability to collapse the wavefunctions of creatures, forcing them into a single quantum state. Once per turn, when you deal damage to a creature with a spell, you can force it to make a Wisdom saving throw. On a failed save, the creature is stunned until the end of your next turn. #### Pilot-Wave Dominion Upon attaining 14th level, you become the master of the pilot-wave field around you, exerting control over reality itself. For 1 minute, you gain immunity to all damage, and you can use your action to manipulate the environment within 1 mile of you, altering terrain, creating barriers, or reshaping objects as you see fit. #### Quantum Current At 17th level, you tap into the flow of pilot-wave energy, becoming a conduit of unstoppable momentum. You can cast the time stop spell without expending a spell slot. After casting time stop in this way, you can't do so again until you finish a long rest. Additionally, when you roll initiative and have no uses of Quantum Current remaining, you regain one use. #### Waveform Mastery Upon reaching 20th level, you achieve unparalleled mastery over pilot-wave manipulation. You can cast the reality warp spell without expending a spell slot. After casting reality warp in this way, you can't do so again until you finish a long rest. Additionally, when you roll initiative and have no uses of Waveform Mastery remaining, you regain one use. ### Pilot-Wave Pathfinder Expanded Spell List #### Particle Surge *Evocation Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You channel the energy of quantum particles to enhance your movements. For the next minute, your movement speed increases by 10 feet. #### Waveform Echo *Illusion Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Instantaneous You leave behind a faint echo of yourself as you move, confusing enemies. Until the end of your turn, you gain a +2 bonus to AC against the next attack made against you. #### Pilot-Wave Resonance *1st-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You attune yourself to the underlying pilot waves of reality, allowing you to move with extraordinary grace. For the duration, your movement doesn't provoke opportunity attacks, and you can move through the space of any creature that is of Large size or smaller. #### Waveform Distortion *2nd-level Illusion* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a small crystal prism) **Duration:** :: Concentration, up to 1 minute You distort the waveforms of creatures in a 15-foot-radius sphere centered on a point within range. Each creature in that area must make an Intelligence saving throw or have disadvantage on attack rolls and ability checks until the spell ends. #### Pilot-Wave Surge *3rd-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You surge with pilot-wave energy, allowing you to move with extraordinary grace. For the duration, your movement doesn't provoke opportunity attacks, and you can move through the space of any creature that is of Large size or smaller. #### Waveform Collapse *4th-level Illusion* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You collapse the wavefunctions of creatures in a 20-foot-radius sphere centered on a point within range, forcing them into a single quantum state. Each creature in that area must make a Wisdom saving throw or be stunned until the end of your next turn. #### Waveform Pulse *5th-level Evocation* **Casting Time:** :: 1 action **Range:** :: Self (30-foot radius) **Components:** :: V, S, M (a crystal prism) **Duration:** :: Instantaneous You release a pulse of pilot-wave energy that radiates outward from you, disrupting the waveforms of nearby creatures. Each creature of your choice within range must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. #### Waveform Convergence *6th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You manipulate the pilot waves around you, causing them to converge and enhance your abilities. For the duration, you gain a +3 bonus to AC and saving throws, and your movement speed doubles. #### Pilot-Wave Rift *7th-level Conjuration* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You create a rift in the pilot-wave field at a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw or be teleported to a random location within 1 mile of their current position. #### Pilot-Wave Conduit *8th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 hour You become a conduit for pilot-wave energy, granting you incredible power and resilience. For the duration, you gain the following benefits: - You are immune to all damage. - You can move through other creatures and objects as if they were difficult terrain. - You can take an additional action on each of your turns. #### Waveform Dominion *9th-level Transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M (a crystal prism) **Duration:** :: Concentration, up to 1 minute You become the master of the pilot-wave field around you, exerting control over reality itself. For the duration, you gain the following benefits: - You can use your action to manipulate the environment within 1 mile of you, altering terrain, creating barriers, or reshaping objects as you see fit. - You can use your bonus action to teleport to any location within 1 mile of you. - You can use your reaction to force any creature within 1 mile of you to reroll an attack roll, ability check, or saving throw, taking the lower of the two results.
CHATBOT (GPT-4)
``` # Quantum Arcanist _Masters of the arcane whose scholarship traverses into the inexplicable regions of quantum mechanics, Quantum Arcanists undulate with the universe's unseen ripples. They command the probability waves, stride through the entangled threads of existence, and calm the roiling quantum flux, wielding powers that baffle even the most erudite scholars._ #### Source of Power Quantum Arcanists manipulate the very threads of reality, drawing their arcane might from an intimate interaction with quantum states. They possess the power to defy chance, bend spacetime, and link disparate destinies, dexterously intertwining scholarly acumen with an artistry that bestrides the realms of magic and science. #### Origin Enshrouded in the veil of cosmic enigma, Quantum Arcanists have origins that range from primordial scholars who kindled the flames of creation to serendipitous evolutions of sentience reaching into reality's fabric. They are as versatile in purpose as they are varied in genesis, with aims stretching from the acquisition of esoteric knowledge to the essential safeguarding of existence's fragile quantum threads. ### Creating a Quantum Arcanist To select the Quantum Arcanist is to align oneself with the enigmatic forces governing the universe. Those who tread this arcane path often are deep thinkers, defiant tricksters of nature, or insatiable questers after the universe's secrets. Engaging in this gameplay role promises a strategic tapestry of possibilities, enabling the player to mastermind the flow of combat, circumvent physical laws, and harness powers at the edge of reality's veils. #### Quick Build If you choose to walk the path of a Quantum Arcanist, let your Intelligence reign supreme, for it is the wellspring of your spellcasting and arcane control. Augment your mental might with Dexterity or Constitution to bolster your worldly endurance. At first level, opt for spells that mirror your deep dive into the realm of quantum mechanics and your preferred method of bending reality's weave--defend, manipulate, or transmute, but let it reflect your arcane and tactical identity. ## Class Features As a Quantum Arcanist, these class features forge your path. ### Hit Points **Hit Dice:** 1d6 per Quantum Arcanist level **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Quantum Arcanist level after 1st ### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Intelligence, Constitution **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion ### Equipment With your chosen background, begin with the following equipment: * (a) a quarterstaff or (b) a dagger * (a) a scholar's pack or (b) an explorer's pack * A spellbook ### Quantum Magic From 1st level, your spells are conduits for quantum manipulation, letting you alter the universe's basic weave. #### Spells **Cantrips:** Your affinity for quantum forces lets you inherently grasp all five Quantum Arcanist cantrips, alongside two additional ones from your subclass, illustrating your unique influence on reality. **Spellcasting:** Quantum theories--replacing traditional spellbooks--are your gateway to the Quantum Arcanist spells. This academic and arcane synthesis unlocks a repertoire of spells that grow as your knowledge deepens. **Preparing and Casting Spells:** Reference the Quantum Arcanist table for your spell slots. To cast, spend a slot of equal level or higher, fully recovering them after a protracted rest. **Spellcasting Ability:** Intelligence directs your Quantum Arcanist spells--essential for setting spell save DCs and making spell attacks. ### Quantum Arcanist Features #### Quantum Flare At 1st level, you can spawn a dazzling burst of quantum light with a reaction, disorienting foes attacking you within 30 feet by imposing disadvantage on their roll due to the undulating quantum energies. #### Aetheric Shift At 2nd level, gain dominion over the aether, letting you phase through the corporeal world at will, up to 30 feet, as an action, with uncanny nimbleness. #### Temporal Surge By 5th level, you learn to catalyze temporal energies, enhancing your reflexes with preemptive knowledge of events. For 1 minute, gain advantage on Strength and Dexterity saving throws. #### Echoing Resilience At 7th level, tap into alternate realities echoes for resilience while focusing on a spell, obtaining resistance to all damage thanks to the protective buffer of potential timelines. #### Entropic Bond Come 9th level, forge a profound link with the universe's fabric, yoking your fate with another for 1 minute as an action. Any shared harm is evenly split, binding your destinies. #### Ethereal Flux At 11th level, align with the ether to passively shift dimensions, gaining heightened spell resistance with advantages on magical saving throws for 1 minute. #### Quantum Confluence By 13th level, emanate control over the interweaving of energies within a 30-foot radius, forming a quantum bulwark against ranged assaults and thwarting enemy strikes with disadvantage. #### Field Attunement At 15th level, master the manipulation of quantum fields, asserting dominion within a 30-foot radius to provide half cover and deflect hostilities with deterrent effects. #### Quantum Thaum Theory Come 18th level, your insights transcend, granting a communion with the Weave through the essential Thaum Boson. You become able to cast unprepared wizard spells once per long rest and can meditatively restore a spell slot level total of twice your proficiency bonus in just 1 minute. ### Quantum Arcanist Spell List #### Quantum Spark *Evocation Cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous Summon forth a discrete quantum spark, casting it at a creature to strike with 1d8 force damage upon a successful ranged spell attack. #### Entropic Strike *Transmutation Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V **Duration:** :: Instantaneous Charge your melee weapon with the tumult of uncertainty. Your next attack before your following turn can add an extra 1d4 to the damage toll. #### Probability Flux *Divination Cantrip* **Casting Time:** :: 1 action **Range:** :: Self **Co