RabanoDOOM
2017-02-24, 10:04 PM
Another new homebrew class! Probably incredibly broken and in dire need of PEACHing! Teleports around! Warps spacetime! Black holes! Superpositions! Dark energy! Every sentence ending with an exclamation point! You want it, we've got it, please take a nice, long look at...The Warper!
The Warper
Level
Proficiency Bonus
Features
1st
+2
Spacetime Warp, Unarmored Defense
2nd
+2
Quantum Tunneling
3rd
+2
Cosmic Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Retry
7th
+3
Cosmic Feature
8th
+3
Ability Score Improvement
9th
+4
Heisenberg
10th
+4
Cosmic Feature
11th
+4
Superposition, Quantum Decay
12th
+4
Ability Score Improvement
13th
+5
Entanglement
14th
+5
Dark Energy
15th
+5
Cosmic Feature
16th
+5
Ability Score Improvement
17th
+6
Expansion
18th
+6
Cosmic Feature
19th
+6
Ability Score Improvement
20th
+6
Background Radiation
CLASS FEATURES
As a Warper, you gain the following class features.
HIT POINTS
Hit Dice: d6
Hit Points at 1st Level: 6 + constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + constitution modifier
PROFICIENCIES
Armor: Light Armor, Shields
Weapons: Simple, Martial Weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Select 3 from Acrobatics, Arcana, History, Insight, Investigation, Medicine, Perception, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword and shield (b) a longbow and 20 arrows or (c) any martial weapon
(a) a scholar's pack or (b) an explorer's pack.
Leather armor and two daggers
Spacetime Warp
On your turn, as a bonus action at the end of your turn, you can select that turn to be your Warp Point. Within 3 rounds of setting a Warp Point, as a bonus action or as a reaction at the end of another creature's turn, you may choose to activate your Spacetime Warp. Your character automatically teleports back to the space they were at on their Warp Point's turn, with their HP and conditions being changed to what they'd originally been at the end of that Warp Point's turn. If another creature occupies the same space as you'd be teleported to with your Spacetime Warp ability, you may instead either teleport to any point within 5 feet of this creature or teleport the creature 5 feet in any direction. (DC 10 + Your Int Modifier Charisma Save to resist) You may use this ability a number of times equal to 1 + (1/4 your Warper level) per short rest, (rounded up) but you may not have more than one Warp Point selected at any one time.
Unarmored Defense
While wearing no armor, you have an AC of 10 + Dex Modifier + Int Modifier.
Quantum Tunneling
As a reaction after being damaged by an attack or spell, you may teleport up to 10 feet in any direction of your choosing. The space you teleport to must be open space, and you must be able to clearly see it.
Cosmic Archetype
At level 3, you may choose a particular way in which you specialize in manipulating the fabric of spacetime, emulating this specialization through an archetype. You may choose between the Space, Time, and Gravity Archetypes. These archetypes provide you with features at 3rd, 7th, 10th, 15th, and 18th level.
Retry
After failing a skill check that doesn't have Advantage or Disadvantage imposed on it, you may reroll that skill check once more. You may use Retry a number of times equal to your intelligence modifier per long rest. Additionally, you may use Retry on the same skill check multiple times, though this still expends retry uses, and you cannot retry again if the skill check proves successful at any point.
Heisenberg
You may now use Quantum Tunneling as a bonus action immediately after making a successful attack.
Superposition
When hidden, or when a creature is incapable of seeing you, you are treated as being under the effects of a Mirror Image spell against creatures you're hidden from. (Or the creature that can't see you) This benefit is lost when you are no longer hidden or when the creature can see you.
Quantum Decay
Spacetime Warp now lasts a number of rounds equal to your intelligence modifier. (Min. 3)
Entanglement
When using Quantum Tunneling, you may also select one creature within 60 feet, teleporting them to a chosen point within 10 feet of them. They may attempt to resist teleportation. (DC 10 + Your Int Mod Charisma Save to resist) The chosen point must be open space and within your line of sight.
Dark Energy
As a bonus action, you may activate an aura of Dark Energy. While this aura is up, at the end of your turn, creatures within 5 feet of you must succeed on a Strength Save (DC 10 + Your Int Mod) or be pushed 5 feet away from you. You may deactivate this aura as a Bonus Action.
Expansion
Dark Energy's range increases to 10 feet, though still only pushes 5 feet at a time. Additionally, dark energy now attempts a push at the end of every creature's turn, rather than just your own.
Background Radiation
Creatures successfully pushed by Dark Energy are also automatically dealt 1d8+1 Force Damage.
Portal
At level 3, as a standard action, you may create two portals, both within 40 feet of you and within 80 feet of eachother, on a floor, wall, or ceiling. These portals take up a 5' by 5' space and can only be entered by a creature Large sized or smaller. Creatures and ranged attacks that enter one portal's space are instantaneously transported to the other. In addition, if you are within 5 feet of one of your portals, creatures who are within 5 feet of the other portal are treated as being within your melee range. You may only have one pair of portals functioning at any one time.
Extradimensional
At level 7, you may now cast Tenser's Floating Disk and Rope Trick at-will, at their lowest level. As an action, you may teleport up to 30 feet to an unoccupied space you can see. This ability, for all mechanics, intents, and purposes, is treated as a self-affecting instantaneous 2nd-level spell casted at-will with only a verbal component. Intelligence is your casting ability for these spells. Additionally, as a bonus action, you may increase your size category up to 1 level above or below your base size category. (For example, as a medium sized character, you may become Large or Small, but nothing beyond or below those.) Your height and width also change along with this, though your weight is unaffected.
Bigger On The Inside
At level 10, each carrying space on your person (Sacks, Backpacks, Pouches, Pockets, etc.) can be treated as a Bag of Holding, though only for the purposes of storage space and ignoring item weight.
Momentum
At level 15, Ranged Attacks that pass through portals gain an additional +1d4 damage for every time they enter and exit through a set of portals. (Max +5d4)
Aperture Science
At level 18, You may now have two pairs of portals functioning at the same time, instead of just one. Additionally, when using a standard action to create a pair of portals, you may use a bonus action to create a second pair of portals.
Rewind
At level 3, immediately after you've ended your turn, you may ask to perform a Rewind, reversing the effects of everything you've done in that turn up to that point and taking you back to the beginning of your turn. After performing a Rewind, you may not attempt to perform the exact actions you'd made before choosing to Rewind. You may rewind 2 times per short rest.
Timeless
At level 7, you may now cast Longstrider, Expeditious Retreat, and Continual Flame at-will, at their lowest level. Intelligence is your casting ability for these spells. Additionally, you no longer suffer any negatives effects from aging, and may elect to age slower or not age whatsoever.
Alternate Timelines
At level 10, at the end of your turn, and after completing your Rewind turn, you may then choose which of the two realities is actually accepted, the actions of the first turn or the actions of the Rewind turn.
Flux Competitor
At level 15, as a reaction, at the end of an enemy's turn, you may expend one Rewind use to force an enemy to Rewind, taking them back to the start of their turn and preventing them from taking the same exact actions they'd made before the rewind. Alternate Timelines does not apply to this feature.
Pause
At level 18, you may cast the Time Stop spell at it's lowest level once per day.
Gravity Well
At level 3, as a standard action, you may select a point within 60 feet. Within 60 feet of this point, movement toward it is doubled, while movement away from it is halved. Additionally, within 30 feet of this point, creatures must succeed on a DC 10 + Your Int Modifier Strength Save or be pulled 10 feet closer toward the point. Creatures within 10 feet of this point have disadvantage on this save. (Objects are also pulled toward the gravity well, though to what extend is left to the DM's discretion) You may only have 1 gravity well in place at a time.
Floaty
At level 7, you may now cast Feather Fall, Jump, and Levitate at-will, at their lowest level, so long as the target of these spells is self only. Intelligence is your casting ability for these spells. Additionally, you may freely alter your own weight to be anywhere between 1/4 of and 4 times your base weight.
Meteoric Assault
At level 10, all ranged attacks (including ranged spell attacks) that cross within 30 feet of the Gravity Well are immediately diverted toward the center of the Gravity Well. If the attack doesn't strike a creature along the way, the attack will stop at the central point of the Gravity Well.
Antigravity
At level 15, you gain a fly speed of 20 feet. Additionally, you gain the Hover capability with your fly speed, as well as the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free, gaining a climb speed of 20 feet.
Singularity
At level 18, once per long rest, as a standard action, you may expose all creatures within 10 feet of your Gravity Well to the raw gravitational power of a black hole for a very brief period of time. Anything nonmagical and not a creature within a 10 foot spherical radius of the Gravity Well is annihilated instantly. Creatures within 10 feet of the gravity well take 10d6 Force Damage. (DC 10 + Your Int Modifier Strength Save for half damage) Additionally, if the creature is reduced to 0 Hit Points by this effect, they are annihilated instantly. Magic Items take only 5d8 Force damage, saving for half damage if the save is applicable.
The Warper
Level
Proficiency Bonus
Features
1st
+2
Spacetime Warp, Unarmored Defense
2nd
+2
Quantum Tunneling
3rd
+2
Cosmic Archetype
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Retry
7th
+3
Cosmic Feature
8th
+3
Ability Score Improvement
9th
+4
Heisenberg
10th
+4
Cosmic Feature
11th
+4
Superposition, Quantum Decay
12th
+4
Ability Score Improvement
13th
+5
Entanglement
14th
+5
Dark Energy
15th
+5
Cosmic Feature
16th
+5
Ability Score Improvement
17th
+6
Expansion
18th
+6
Cosmic Feature
19th
+6
Ability Score Improvement
20th
+6
Background Radiation
CLASS FEATURES
As a Warper, you gain the following class features.
HIT POINTS
Hit Dice: d6
Hit Points at 1st Level: 6 + constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + constitution modifier
PROFICIENCIES
Armor: Light Armor, Shields
Weapons: Simple, Martial Weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Select 3 from Acrobatics, Arcana, History, Insight, Investigation, Medicine, Perception, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword and shield (b) a longbow and 20 arrows or (c) any martial weapon
(a) a scholar's pack or (b) an explorer's pack.
Leather armor and two daggers
Spacetime Warp
On your turn, as a bonus action at the end of your turn, you can select that turn to be your Warp Point. Within 3 rounds of setting a Warp Point, as a bonus action or as a reaction at the end of another creature's turn, you may choose to activate your Spacetime Warp. Your character automatically teleports back to the space they were at on their Warp Point's turn, with their HP and conditions being changed to what they'd originally been at the end of that Warp Point's turn. If another creature occupies the same space as you'd be teleported to with your Spacetime Warp ability, you may instead either teleport to any point within 5 feet of this creature or teleport the creature 5 feet in any direction. (DC 10 + Your Int Modifier Charisma Save to resist) You may use this ability a number of times equal to 1 + (1/4 your Warper level) per short rest, (rounded up) but you may not have more than one Warp Point selected at any one time.
Unarmored Defense
While wearing no armor, you have an AC of 10 + Dex Modifier + Int Modifier.
Quantum Tunneling
As a reaction after being damaged by an attack or spell, you may teleport up to 10 feet in any direction of your choosing. The space you teleport to must be open space, and you must be able to clearly see it.
Cosmic Archetype
At level 3, you may choose a particular way in which you specialize in manipulating the fabric of spacetime, emulating this specialization through an archetype. You may choose between the Space, Time, and Gravity Archetypes. These archetypes provide you with features at 3rd, 7th, 10th, 15th, and 18th level.
Retry
After failing a skill check that doesn't have Advantage or Disadvantage imposed on it, you may reroll that skill check once more. You may use Retry a number of times equal to your intelligence modifier per long rest. Additionally, you may use Retry on the same skill check multiple times, though this still expends retry uses, and you cannot retry again if the skill check proves successful at any point.
Heisenberg
You may now use Quantum Tunneling as a bonus action immediately after making a successful attack.
Superposition
When hidden, or when a creature is incapable of seeing you, you are treated as being under the effects of a Mirror Image spell against creatures you're hidden from. (Or the creature that can't see you) This benefit is lost when you are no longer hidden or when the creature can see you.
Quantum Decay
Spacetime Warp now lasts a number of rounds equal to your intelligence modifier. (Min. 3)
Entanglement
When using Quantum Tunneling, you may also select one creature within 60 feet, teleporting them to a chosen point within 10 feet of them. They may attempt to resist teleportation. (DC 10 + Your Int Mod Charisma Save to resist) The chosen point must be open space and within your line of sight.
Dark Energy
As a bonus action, you may activate an aura of Dark Energy. While this aura is up, at the end of your turn, creatures within 5 feet of you must succeed on a Strength Save (DC 10 + Your Int Mod) or be pushed 5 feet away from you. You may deactivate this aura as a Bonus Action.
Expansion
Dark Energy's range increases to 10 feet, though still only pushes 5 feet at a time. Additionally, dark energy now attempts a push at the end of every creature's turn, rather than just your own.
Background Radiation
Creatures successfully pushed by Dark Energy are also automatically dealt 1d8+1 Force Damage.
Portal
At level 3, as a standard action, you may create two portals, both within 40 feet of you and within 80 feet of eachother, on a floor, wall, or ceiling. These portals take up a 5' by 5' space and can only be entered by a creature Large sized or smaller. Creatures and ranged attacks that enter one portal's space are instantaneously transported to the other. In addition, if you are within 5 feet of one of your portals, creatures who are within 5 feet of the other portal are treated as being within your melee range. You may only have one pair of portals functioning at any one time.
Extradimensional
At level 7, you may now cast Tenser's Floating Disk and Rope Trick at-will, at their lowest level. As an action, you may teleport up to 30 feet to an unoccupied space you can see. This ability, for all mechanics, intents, and purposes, is treated as a self-affecting instantaneous 2nd-level spell casted at-will with only a verbal component. Intelligence is your casting ability for these spells. Additionally, as a bonus action, you may increase your size category up to 1 level above or below your base size category. (For example, as a medium sized character, you may become Large or Small, but nothing beyond or below those.) Your height and width also change along with this, though your weight is unaffected.
Bigger On The Inside
At level 10, each carrying space on your person (Sacks, Backpacks, Pouches, Pockets, etc.) can be treated as a Bag of Holding, though only for the purposes of storage space and ignoring item weight.
Momentum
At level 15, Ranged Attacks that pass through portals gain an additional +1d4 damage for every time they enter and exit through a set of portals. (Max +5d4)
Aperture Science
At level 18, You may now have two pairs of portals functioning at the same time, instead of just one. Additionally, when using a standard action to create a pair of portals, you may use a bonus action to create a second pair of portals.
Rewind
At level 3, immediately after you've ended your turn, you may ask to perform a Rewind, reversing the effects of everything you've done in that turn up to that point and taking you back to the beginning of your turn. After performing a Rewind, you may not attempt to perform the exact actions you'd made before choosing to Rewind. You may rewind 2 times per short rest.
Timeless
At level 7, you may now cast Longstrider, Expeditious Retreat, and Continual Flame at-will, at their lowest level. Intelligence is your casting ability for these spells. Additionally, you no longer suffer any negatives effects from aging, and may elect to age slower or not age whatsoever.
Alternate Timelines
At level 10, at the end of your turn, and after completing your Rewind turn, you may then choose which of the two realities is actually accepted, the actions of the first turn or the actions of the Rewind turn.
Flux Competitor
At level 15, as a reaction, at the end of an enemy's turn, you may expend one Rewind use to force an enemy to Rewind, taking them back to the start of their turn and preventing them from taking the same exact actions they'd made before the rewind. Alternate Timelines does not apply to this feature.
Pause
At level 18, you may cast the Time Stop spell at it's lowest level once per day.
Gravity Well
At level 3, as a standard action, you may select a point within 60 feet. Within 60 feet of this point, movement toward it is doubled, while movement away from it is halved. Additionally, within 30 feet of this point, creatures must succeed on a DC 10 + Your Int Modifier Strength Save or be pulled 10 feet closer toward the point. Creatures within 10 feet of this point have disadvantage on this save. (Objects are also pulled toward the gravity well, though to what extend is left to the DM's discretion) You may only have 1 gravity well in place at a time.
Floaty
At level 7, you may now cast Feather Fall, Jump, and Levitate at-will, at their lowest level, so long as the target of these spells is self only. Intelligence is your casting ability for these spells. Additionally, you may freely alter your own weight to be anywhere between 1/4 of and 4 times your base weight.
Meteoric Assault
At level 10, all ranged attacks (including ranged spell attacks) that cross within 30 feet of the Gravity Well are immediately diverted toward the center of the Gravity Well. If the attack doesn't strike a creature along the way, the attack will stop at the central point of the Gravity Well.
Antigravity
At level 15, you gain a fly speed of 20 feet. Additionally, you gain the Hover capability with your fly speed, as well as the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free, gaining a climb speed of 20 feet.
Singularity
At level 18, once per long rest, as a standard action, you may expose all creatures within 10 feet of your Gravity Well to the raw gravitational power of a black hole for a very brief period of time. Anything nonmagical and not a creature within a 10 foot spherical radius of the Gravity Well is annihilated instantly. Creatures within 10 feet of the gravity well take 10d6 Force Damage. (DC 10 + Your Int Modifier Strength Save for half damage) Additionally, if the creature is reduced to 0 Hit Points by this effect, they are annihilated instantly. Magic Items take only 5d8 Force damage, saving for half damage if the save is applicable.