Anomaly (5e Class)
From D&D Wiki
An elf walks through the woods looking for his bounty, only to find a human standing in a clearing. Something about this felt wrong, as though this moment should never have happened. The elf notices the human is holding something, a human head? No, that can't be, right? The elf pulls the string on his bow, aiming at the human's heart. He will put this human down before he can kill again. He closes his eyes and lets the arrow fly, only to feel a sharp pain pierce his back. The elf opens his eye only to see that he was now standing in the field, victim of his own arrow. He turns to face where he once stood, only to see the human, holding his bow.
A dwarf stands in a dark alleyway. She knows a young man walks through this way every day, and today she will take everything in his pockets. She hides in the darkness, not even the mice know of her presence. The young man passes by her. She leaves her hiding spot and turns him to face her, pleasing her knife against his neck. "Your gold, or your life," she whispers to him. Her plan was working perfectly. She stared into his eyes, before feeling a something by her stomach. She looks down to find that the man had run her through with his arm, yet she felt no pain. The shock of the moment subsided, as she felt herself changing. Not physically, no, her mind and soul were corrupted by his attack. She felt the power he gave her, this gift. S̴h̸e̵ ̸w̴i̵l̵l̷ ̷s̵p̶r̸e̸a̵d̷ ̶i̷t̶ ̷t̸o̵ ̶t̴h̸o̸s̸e̵ ̶s̴h̵e̶ ̶h̵o̶l̸d̶s̵ ̴d̵e̸a̶r̷,̵ ̵f̷o̷r̷ ̶t̴h̸e̵ ̶g̴o̷o̶d̵ ̶o̸f̷ ̶u̸s̸ ̷a̷l̷l̶.̷
A young boy stands in the middle of the hall. He listens to the dice as they are thrown, the words the beings say are strange. They don't know of him yet, but he listens in. Soon, their avatars will arrive. He will spread this gift to them. They walk through the door, he knows it's them because the one of the beings describes his likeness. He begins to walk to them, ready to attack. "Roll initiative!" The boy never counted on them knowing where he was.
The A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ its self is unknown. what is known, however, is symptoms of that it manifests. Strange behavior, an affinity towards clockwork, and a hive-mind connection to others afflicted with the A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ.
Creating an A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ
- Quick Build
You can make a A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by the Intelligence. Second, choose the unknown background. Third, choose <!-elaborate on equipment choices->
As a A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ you gain the following class features.
- Hit Points
Hit Dice: 1d10 per A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ level after 1st
Armor: Light Armor
Weapons: Martial Ranged Weapons, Simple Weapons
Saving Throws: Dexterity, Intelligence
Skills: You gain proficiency in 2 skills of your choice.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) short sword or (b) great sword
- (a) Longbow or (b) Crossbow
- Leather Armor
- If you are using starting wealth, you have 5d4x10 GP in funds.
|1st||+2||Hear No Evil|
|2nd||+2||Freedom From Sanity|
|3rd||+2||Ever Evolving Code|
|4th||+2||Ability Score Improvement|
|5th||+3||Edit Self, Memories of the Future|
|8th||+3||Ability Score Improvement|
|9th||+4||Ever Evolving Feature|
|10th||+4||Ability Score Improvement|
|12th||+4||Ability Score Improvement, The Cure to Normality|
|15th||+5||Ever Evolving Feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Controlled and Calculated Chaos|
|19th||+6||Ability Score Improvement|
Hear No Evil
"I see now, I understand clearly" As an A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ, you have seen what a gift it truly is. At 1st level, gain advantage on rolls against being frightened or charmed. You also learn how to use Glitched Speech. This art sounds as though you were speaking every language at once. When you activate this ability, choose any amount of creatures, they will be the only ones that can understand your words.
Freedom From Sanity
"Something so simple, so blank... That the most simple thought could take its mind" Your insanity knows no bounds, and everyone knows it. At 2nd level, whenever a creature with an intelligence of 10 or less ends its turn within five feet of you, it must roll an int saving throw. on a success, nothing will happen. On a failure, The creature will be stunned for one turn. After a success or failure, the creature can no longer be affected. The DC is 8+ Proficiency and intelligence.
Ever Evolving Code
At 3rd level, you chose a strand of the A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ you've been infected with. Choose between Paradox, Virus, or A͖̚̚n͎̭͍̮̻̯ͭͬͭͯ̒̆ͪo̖̭͂̐̑̔m̘̬͖͍͎̾a͖̹̹̱̠l̲̰͈̱̫̝̖̄̈̓̈̊y̤̤̅́̌͑ͥ.EXE, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at ninth and fifteenth.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 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.
"I had a dream! Such a wonderful dream... Would you like to listen?" You begin to see a shimmering future, to achieve this future, you must edit yourself. At 5th level, you can switch two ability scores with each other during a long rest. Further more, you can cast Alter Self once for free every long rest. For you, this spell does not require concentration
Memories of the Future
"I can't help it. If only you could see it, than you would understand." Almost like fond memories, premonitions of the future appear more often. With these premonitions, come moments of the future. At 5th level, you gain the spell Clairvoyance. You can cast this spell an equal amount of times to your INT modifier before a long rest. Further more, if you rolls a natural 20 on an initiative roll, you can add your INT modifier to your AC as you "remember" the events of this fight. (lasts til end of fight)
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 13th level in this class.
The Cure to Normality
"The future demands that we give ourselves to it. You have made a good choice joining us." through many hours of thoughts, dreams, and self experimentation, You have made a discovery that will change the world. The Cure to Normality. At 12th level, you can make the cure. during a long rest, you can make one cure that can be given then and there or used at a more dire moment of time. When you or another Anomaly ingests The Cure, it will act as a Healing Potion. However, if a creature that is not an anomaly ingests the cure, they will have to succeed a DC 15 INT saving throw or be infected with Ḡ̯͍̣̠̩̇̒̀̊ͅl͍̖̝ͨ͗̏i̜̦̗̇ͤ̎͌͌̎t̤̣ͨͨ̔̄̀̓̂c̭̖ͣ̇͒ͥͦh̐ͦ̏.ed for 1d4 hours. If either success or failure, they gain the class features of an Anomaly for 1d4 hours.
Controlled and Calculated Chaos
"We are so close to the end, can't you see? Our beautiful future awaits." At 17th level, you gain control over the world to a small extent. After a short or long rest, roll 3 d20s and add your INT. Keep track of the three numbers, as you can replace any roll of your choice with the rolls you have made. This includes other players and the DM's rolls.
"Your sacrifice will pave the way to my success. Your name will not be heard in songs but will live in my mind for eternity. Rejoice!" Beginning at level 18 you know the world is there to see you succeed. Everyone is a tool for success. Once per long rest when you hit a creature with a melee attack you can use a bonus action to siphon power from them. The target must make an intelligence saving throw or have an ability score switched with you. The ability score you give them is replaced by their score for the same ability (i.e. you may switch your charisma score for their charisma score). This trade lasts until the target is reduced to 0 hit points or they succeed on the saving throw. The creature may make the saving throw every 24 hours. Only one stat can be effected by this ability at a time and only one creature may be effected by this ability at a time.
"A path has been set forth, I see that now. I must choose the way I follow." You see now, you understand. It's been so clear but your mind was clouded with fake emotions and ties to your former life. You and society must evolve. The City, the beautiful future you have seen in your visions will come into reality soon enough! The path to evolution will be...
MIGHT IS RIGHT! You can choose three individuals to infect with the version of The Anomaly that you have. After 5d10 days, they will denounce their current leaders and come to you, their new glorious leader, and will do your orders. After 5d10 weeks, each of them will select their own three. this goes as long as you will allow it. They become amazing fighters and will do whatever you ask. However, they have a blood lust and will wish to see battle. This won't lead them to murder, but it will make it harder to have informants and spies in high ranking positions. If your DM allows you to found The City, it will be able to fight any outside threat but will be "unaccommodating" to anyone not infected. This can be changed, through a long and strenuous procedure.
MONEY TRULY IS THE KEY TO ETERNAL HAPPINESS! You can choose three individuals to infect with the version of The Anomaly that you have. After 5d10 days, they will denounce their current leaders and come to you, their new and very clever CEO, and will do your orders. After 5d10 weeks, each of them will select their own three. this goes as long as you will allow it. They will become awe-inspiring merchants and business owners, or very efficient employees. Due to this, they will get you 4d10x(Follower count) gold pieces per month. However, you will soon discover that your followers have become emotionless husks of their former selves. This will cause them to be great leaders, but unnerving in any other position. If your DM allows you to found The City, it will be a trade hub that will hold many shops and trade guilds but will be chocked by unnecessary bureaucracy. This can be changed, through a long and strenuous procedure.
IT'S TOUGH TO BE A GOD! You can choose three individuals to infect with the version of The Anomaly that you have. After 5d10 days, they will denounce their current leaders and come to you, their new benevolent God, and will do your orders. After 5d10x2 weeks, each of them will select their own three. this goes as long as you will allow it. They will become paladins and clerics who will serve in your name. Rather than leaving their posts, they will remain in their cities. They will feed you info and be your eyes and ears in the dark. However, you will soon realize that they seem to only infect people they deem as worthy of your gift, your blessing. If your DM allows you to found The City, It will be warm and inviting to outsiders and will be regarded as a safe haven for all. This will pose its own challenges, as not everyone in your perfect city will be infected. This can be changed, through a long and strenuous procedure.
Your reality and everything surrounding it is broken, shattered, and fractured. Reality can be altered to either help or harm. .
"In the world I have seen, there are shortcuts. I use them well" At third level. When being attacked, after taking damage (or not) you can teleport five (5) feet away as a reaction. You can do this a number of times equal to your intelligence modifier, minimum of one (1), resetting on a short or long rest.
- Touch the Code
"I've always been curious about what makes you tick, guess I'm about to find out" At ninth level. You can touch a creature and learn about them, and give them a little backdoor to make things easier on yourself. When using this ability, make an melee attack, adding intelligence instead of strength. Upon a hit, look at the stats of the target. You can than use a bonus action to add a damage vulnerability only to them. You can do this a number of times equal to your intelligence modifier, minimum of one (1), resetting on a short or long rest
- Mirror Effect
"Here you are, attacking your own reflection" At fifteenth level. As a reaction to someone attacking you, you can swap places (and weapons,) using their action instead of them. You gain advantage on the attack. Deal an extra 1d10+6 physic damage. You can use this three times per long rest.
This being has become one with their new form, accepting every little piece. T̴h̵e̴y̴ ̶w̸i̶l̴l̴ ̴s̸p̶r̶e̸a̷d̵ ̵t̵h̸i̷s̶ ̷g̷i̶f̸t̵.̴ ̵T̶h̶e̷ ̷r̶e̸c̷i̶p̴i̷e̵n̶t̷'̶s̴ ̶f̷e̴e̴l̵i̵n̵g̸s̶ ̴a̶r̶e̷ ̵o̴f̵ ̴n̸o̷ ̴c̸o̴n̴s̵e̸q̷u̴e̶n̷c̸e̴.̷ ̴
- The Truth
"Oh you fools, you believe that I can't kill you? Oh,y̸o̵u̴ ̵t̷r̵u̵l̵y̸ ̸a̸r̶e̵ ̵i̴d̶i̷o̴t̴s̸" At third level. Gain proficiency in intimidation, if you already have it, double proficiency. During combat, you can touch the mind and whisper the truth to an enemy. they must pass a DC 12+Int saving throw, or take 1d10 psychic damage and disadvantage on their next attack.
- Manipulate the code
"Who cares about the rules, I was made to break them!" starting at ninth level. You can use an Action as a Bonus Action or a Bonus Action as an Action.
- The Gift
"I don't care about what you think, I will fix you. You may not like it, b̴u̸t̷ ̴s̶o̸o̶n̶,̴ ̷y̶o̵u̸ ̴w̸i̶l̷l̶ ̷l̵o̸v̴e̵ ̷m̷y̶ ̸g̴i̸f̸t̵" Give an enemy your gift and make them into your friend. If you would deal a killing blow, you can instead infect them with a much more volatile strand of the virus. They will roll a DC 10+Int saving throw. If they fail, they will become LV.5 Anomaly under your control. If they succeed, they will be infected with Glitched for three days before naturally being cured.
As you peer into the cracks between realities, you can see people sitting at a table, rolling dice and talking about things yet to come. As you listen to these dice-rolling gods who decide what happens, you can catch snippets of conversation that tell you things about the future. (Metagaming)
- Playing parts
"Oh, how quaint. You can breath fire? So can I" Due to the nature of your affliction, instead of your mind shattering (as much as others,) you have seen a truth not even the viruses would DREAM to know. At third level, you gain the other sub-races abilities and can switch between them over a short or long rest.
VARIANT: You choose three sub-races from races other than your own. You can turn into these races. You will keep the same ability sores.>
- Kick the die
"SCREW IT, IF YOU CAN'T DO IT I'LL DO IT FOR YOU!" At ninth level. You can choose to roll for someone else, using your stats instead of theirs. You can do this an equal amount of times as your INT modifier, minimum of 1.
- All in my head
"Good, Bad, I'm the guy with the long sword." You finally understand the real meaning of this world. There is no good or evil, it's all just in your head. You can ignore all class, race and alignment prerequisites to attune to magic items and artefacts. Further more, you are immune to magic that relies on creature type or alignment.
Prerequisites. To qualify for multiclassing into the Anomaly class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Anomaly class, you gain the following proficiencies: