Base Class: Wizard
Wizards who specialize in the bizarre world of quantum magic are often loners living in strange worlds and warped planes that border the edges of the multiverse. This blending of natural science and the power of the Weave that suffuses the universe gives a Quantumancer the power to manipulate space and time to suit their desires and whims.
Quantized
Startng at 2nd level, your study of Quantumancy allows you to manipulate your damage dealing spells in unique ways. You can choose to quantize your damage dealing spells.
When you roll damage for a wizard spell you have cast, you can choose to roll one damage die and multiply the value rolled by the total number of damage dice, instead of rolling all the dice separately.
Entropic Ward
At 2nd level, you have learned to harness the naturally increasing entropy and disorder of the universe to ward yourself from danger.
As an action, your form begins to quiver and jerk around, making you difficult to see and increasing your armor class by 2. If you are hit by a weapon or spell attack, your armor class increases by another 2; this effect can trigger up to two times for a total AC bonus of +6. If a weapon or spell attack misses you while this effect is active, the bonus resets to 2.
This effect lasts for one minute, and can be used a number of times equal to your intelligence modifier (minimum of 1). You regain all expended uses when you complete a long rest.
Quantum Entanglement
From 6th level, your mastery of Quantum magic allows you to entangle your state of existence with another creature.
As a bonus action, you cause one creature within 60 feet of you to become Entangled for 1 minute. If you make a spell attack against the Entangled creature and it misses, the next attack roll that creature makes against you automatically misses and this effect immediately ends. If you force the Entangled creature to make a saving throw against your spell save DC and it succeeds, you automatically succeed on your next saving throw against one of that creatures spells or effects and this effect immediately ends.
This effect may be used twice, and you regain all expended uses at the end of a long rest.
Reactive Tunneling
At 10th level, your ability to manipulate quantum states allows you to protect your allies from the effects of your spells.
When you cast a spell of 1st level or higher that forces creatures in an area to make a saving throw or take damage, you can teleport a number of creatures up to half the spell's level (rounded down) that are within the area of effect up to 15 feet to unoccupied spaces you can see.
Superposition
At 14th level, your mastery of the laws of the universe allows you to temporarily avoid the negative effects of spells and abilities.
When an ability or spell would force you to make a saving throw, you may use your reaction to enter a superpositional quantum state. While in this state, you are invisible and remain in this state until the end of your next turn, or you make an attack or cast a spell. When you exit this state or are observed during this state by another creature you become visible and must make the saving throw, suffering the effects of the spell as normal.
This ability may be used once and recharges upon completion of a short or long rest.