Base Class: Wizard
You have intimate knowledge of the spaces between molecules, and thus, the fabric of reality itself. Through this knowledge you have achieved, by arcane means, a state of being that is beyond both life and death. In this state, the Material Plane and the structures that weave to bind it together are yours to control.
Quantum State
At 2nd Level, You can use an Action in order to enter a state of quantum uncertainty for 1 hour. While in this state, you gain access to these abilities:
Quantum Potential. Once you enter this state, you can select one saving throw that you lack proficiency in, as well as one skill or tool that you lack proficiency in. For the duration of the Quantum State, you gain proficiency in the chosen saving throw and skill/tool.
Quantum Conundrum. While in your Quantum State, you can use a Bonus Action in order to gain the following benefits until the start of your next turn or until you take damage:
- You have resistance to all damage types.
- Your AC gains a bonus equal to your Intelligence Modifier.
- If the saving throw of an effect inflicts half damage upon a successful save, you are immune to the effect's damage upon succeeding against it.
You can enter this state an amount of times per long rest equal to your intelligence Modifier.
Schrodinger's Coin of Paradox
At 6th Level, While in your Quantum State, whenever you make an attack roll, ability check or saving throw, or if you are the target of an attack roll or ability check, you can use your Reaction in order to have a d6 rolled instead of a d20. A roll of 3 or lower on the d6 is treated as a roll of 1 on a d20. However, a roll of 4 or higher on the d6 is treated as a roll of 20 on a d20.
This Reaction nullifies any advantage or disadvantage given to the roll prior to the Reaction.
Molecular Infusion
At 10th Level, Once per Quantum State, you can cast Enlarge/Reduce as an Action without the need for material components, the need for a spell slot, or the need to maintain concentration on it. If a creature is affected by Enlarge/Reduce cast in this way, you can use an Action to either Reduce the creature if it is Enlarged or to Enlarge it if Reduced. If you so choose, a creature affected by Enlarge/Reduce cast in this way (yourself included) can benefit from any of the following effects:
- An affected creature can grow up to 4 times its initial size in all dimensions or shrink down to 1/8 its initial size in all dimensions.
- An affected creature Reduced by this effect will not have disadvantage on Strength checks and Strength saving throws, but instead, will have advantage on Dexterity checks and Dexterity saving throws. The damage of its attacks are not reduced by 1d4 as well, increasing it by 1d4 instead.
- If Enlarged, an affected creature can add your Intelligence Modifier to any of its Strength checks and Strength saving throws. If Reduced, it can add your Intelligence Modifier to any of its Dexterity checks and Dexterity saving throws.
Enlarge/Reduce cast in this way lasts until you exit your Quantum State or until you end the effect with an Action.
Quantum Anomaly
At 14th Level, While your in Quantum State, you gain the following benefits:
- You add your Intelligence Modifier as a bonus to your Concentration Checks.
- Spells you cast no longer require vocal or somatic components.
- You can expend 1d6 Hit Points whenever using the Schrodinger's Coin of Paradox feature in order to re-roll the d6 used for the Reaction, choosing either roll as the result.
Additionally, Once per long rest, if your Hit Points are reduced to 0 while in your Quantum State, you can end the Quantum State and gain an amount of temporary Hit Points equal to half your Hit Point maximum. While you have these temporary Hit Points you remain conscious and you cannot make death saving throws. If your Hit Points become higher than 0, you lose these temporary Hit Points.
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