AntMan (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the AntMan franchise, and/or include content directly affiliated with and/or owned by Marvel. D&D Wiki neither claims nor implies any rights to AntMan copyrights, trademarks, or logos, nor any owned by Marvel. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

AntMan[edit]

Ever wanted to shrink to an undetectable size? Or grow to and enormous size, rivaled only by titans? Then this class is for you.

The Power of Quantum[edit]

These people have been experimenting with unstable technology: Using a special formula to change the distance between atoms, but consisting and multiplying strength and agility. With your powers, you can change the size of yourself and the objects around you. Pym Particles are rare, almost no one expect Dr.Pym himself knows the true recipe. As you grow in experience, your powers shall also, unlocking new technologies, and just maybe, cracking the secret to the particles themselves.

Creating a AntMan[edit]

Quick Build

You can make a AntMan quickly by following these suggestions. First, Intelligence should be your highest ability score, followed quickly by Dexterity. Second, choose the Guild Artisan background. Third, choose Scale Mail, Thieve's Tools and the Burglar's Pack.

Class Features

As a AntMan you gain the following class features.

Hit Points

Hit Dice: 1d8 per AntMan level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per AntMan level after 1st

Proficiencies

Armor: Light and Medium
Weapons: Simple Weapons
Tools: Thieve's Tools, Tinker’s Tools
Saving Throws: Intelligence, Dexterity
Skills: Choose two from: Athletics, Acrobatics, Insight, Sleight of Hand, Animal Handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Mail or (b) Studded Leather
  • (a) Thieve's Tools or (b) Tinker's Tools
  • (a) Burglar's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The AntMan

Level Proficiency
Bonus
Pym Points Martial Arts Features
1st +2 2 1d4 Electrical Engineering, Martial Arts
2nd +2 4 1d4 Shrinking, Quantum Discs
3rd +2 6 1d4 Pym Path, Insect Communication
4th +2 8 1d4 Ability Score Improvement
5th +3 10 1d6 Growth
6th +3 12 1d6 Pym Path Feature
7th +3 14 1d6 Perfected Shrinking
8th +3 16 1d6 Ability Score Improvement
9th +4 18 1d6 Remote Shrinking
10th +4 20 1d6 Perfected Growth
11th +4 22 1d8 Pym Path Feature
12th +4 24 1d8 Ability Score Improvement, Suit Modifications
13th +5 26 1d8 Total Insect Control
14th +5 28 1d8 Secret Formula
15th +5 30 1d8 The Quantum Realm
16th +5 32 1d8 Ability Score Improvement
17th +6 34 1d10 Pym Path Feature
18th +6 36 1d10 Master Quantum Traveler, Quantum Healing
19th +6 38 1d10 Ability Score Improvement
20th +6 40 1d10 Travel though time

Martial Arts[edit]

From your time in prison and training with Hope Van Dyne, you have leaned martial arts, which will help you pack punch at those enemies. You gain the following benefits when unarmed:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you level up, as shown in the Martial Arts section of the table.
  • When you use the attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Electrical Engineering[edit]

Because of your tinkering with these new technologies, you have basic understanding of Electrical Engineering. At first level, you can use your action to tinker and produce one of the following objects (you can only have one of the following objects created at one time. When you create another one, the previous breaks down, demeaned unusable):

  • EMP - You create a small device that has devastating effects on technology. You can activate it as an action, and it shuts down any machine or tech (Except yours) in a 30 feet radius. It also does 1d8 lightning damage to anyone currently holding a metal object.
  • Metal detector - You create a machine capable of detecting metal and precious gems. You know the exact location of any precious gem or metal in a 30 foot radius.
  • Light Orb - You create an orb of light that hovers near you. it radiates bright light for 10 feet, and then dim light for another 10 feet.

Shrinking[edit]

At second level, you can use your Pym Particles to shrink down to miniature sizes. When you spend 2 Pym points, you can reduce your size category by 1-2 categories. You can return to your original size as a bonus action. While Shrunk, your Strength and Dexterity score increase by 2 to a maximum of 22, and your Constitution and Wisdom decrease by 2.

Quantum Discs[edit]

At 2nd level, you can use 1 Pym Point to launch a Quantum disc. Make a ranged attack roll (Range 40/80), the attack modifier being your Intelligence modifier + your proficiency bonus. On a hit, the target takes 1d6+INT modifier piercing damage, and either shrinks or grows, your choice. At fifth level, your quantum discs work on objects as well. This damage increases to 1d8 at sixth level, 1d10 at twelfth level, and 1d12 at eighteenth level.

Shrink

The target's size category is reduced by one.

Grow

The target's size category is increased by one.

Pym Path[edit]

At third level, you choose a path of your choice. This path grants you features at third, seventh, eleventh, and seventeenth levels. Your options are: Path of the Ant, Path of the Beetle, and Path of the Wasp.

Insect Communication[edit]

You gain the Ability to talk to insects. The type of insect your control depends on your chosen Pym Path. For more details on the abilities of your insect, see your Pym Path features. If you find your insect in the wild, you can make a Wisdom (Animal Handling) check with a DC of 14, you can enlist their help in your battles. They roll their own initiative, but act on your accord. You can only control up to four insects at one time. The stat block is as follows:

Insect
  • Strength: 15
  • Dexterity: 12
  • Constitution: 10
  • Intelligence: 12
  • Wisdom: 12
  • Charisma: 10
  • Hit Points: 15
  • PHB: +2
  • AC: 13
  • Size: Tiny
  • Speed: 20 feet
Attacks & Abilities
  • Bite: +4 to hit, damage 1d12+2 piercing.

Ability Score Improvement[edit]

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.

Growth[edit]

Starting at fifth level, you can use you Pym Particles to grow to Ginormous sizes. You can spend 4 Pym Points to grow 1-2 size categories. You can return to your original size as a bonus action. While Grown, Your Constitution, Strength, and Wisdom scores increases by 2 to a maximum of 22, but your Dexterity score decreases by 2.

Perfected Shrinking[edit]

After practicing your shrinking so much, you are essentially a master at it. You can now spend 5 Pym points to shrink to any size you desire as long as its below your original size. You can return to your original size as a bonus action. When you are shrunk, you Strength and Dexterity increase by 4, to a maximum of 24. Your Constitution and Wisdom still decrease as normal.

Remote Shrinking[edit]

You have improved your quantum discs. Starting at ninth level, spend 7 Pym Points to create a device that you can stick to any object or creature, and as long as you are within a mile of it, you can use your action to activate it. The object/Creature either shrinks or grows, your choice.

Shrinks

The object/creature's size category by two, and if it is a creature, it's HP is halved and it's AC is doubled.

Grows

The object/creatures's size category increases by two, and if it is a creature, it's HP is doubled and it's AC is halved.

Perfected Growth[edit]

You have become the master at large sizes. Starting at tenth level, by spending 9 Pym Points, you can grow to any size of your choosing, as long as it is above your original height. You can return to your normal size as a bonus action. While grown, your Constitution, Strength and Wisdom scores increase by 4, to a maximum of 24. Your Dexterity score still decreases as normal.

Suit Modifications[edit]

At eleventh level, you add more personality to your suit. You choose one of the following abilities to add to your suit upon leveling up.

  • Wings - You attach insect-like wings to the back of your suit. You now gain a flying speed equal to your walking speed.
  • Blasters - You attach blasters to the wrists of your suit that shoot beams of energy. Make a ranged attack (Range 60/120), with your attack modifier being your Intelligence modifier + your proficiency bonus. On a hit, it does 1d12+INT modifier force damage.
  • Nano tech - You make your suit out of a stronger substance: Vibranium. Your AC increases by 2, and you can don/doff your suit instantly.

Total Insect Control[edit]

As your powers expand to greater horizons, your insect companions increase in strength as well. By succeeding on a DC 17 Wisdom (Insight) check (If you have any telepathic or telekinetic skills, you have advantage on the check), you can summon 1d4 insects to your aid. You can use this feature an amount of times equal to your proficiency bonus, but be careful. If you fail the check by 5 or more, the disturbances in the air will cause 1d4 of you ants to leave. You can now control up to 8 insects at a time, and now have the following stat block:

Insect
  • Strength: 20
  • Dexterity: 15
  • Constitution: 13
  • Intelligence: 15
  • Wisdom: 15
  • Charisma: 11
  • HP: 40
  • PHB: +5
  • AC: 15
  • Size: Tiny
  • Speed: 25 feet
Abilities
  • Bite - +10 to hit, 4d6+5 piercing damage
  • Swarm - Whenever you hit an enemy with a ranged or melee attack, you add 2d6 automatic damage (No Type)

Secret Formula[edit]

You have found the recipe of Dr.Pym's Pym Particles. As an action, you can roll 2d6 and regain that many Pym Points. You can use this feature an amount of times equal to your proficiency bonus. You regain all uses when you take a long rest.

The Quantum Realm[edit]

By spending 15 Pym Particles, you can spend your action to travel to the quantum realm, a reality where space or time does not matter. You can take up to four objects/creatures with you for every trip to the quantum realm. You can spend another 15 to leave the quantum realm. While in the quantum realm, you do not age. you can still take long rests, and you still need to eat. As the quantum realm is a shrunken doorway to the multiverse, if you grow back in the wrong place, you could end up on another plane of existence. Work with your DM to learn what civilizations and monsters you find down there.

Master Quantum Traveler[edit]

After so many trips, you grow accustomed to shrinking that small. it now only costs you 10 Pym Points to travel to the quantum realm, and you can take up to 6 objects/creatures each trip. By mapping the quantum realm, while you are in it, you always know where you are going and where you would be in full size.

Quantum Healing[edit]

You have become sort of mutated after all those trips to the quantum realm. You have a pool of hit points equal to your Antman levelx3. When you touch a creature, you can choose the amount of hit points they get back out of your pool, as if you where stitching their atoms back together. Your pool refills after a long rest.

Travel Through Time[edit]

You have learned to use the quantum realm to travel back in time. By spending 17 Pym Points, you can pause time and take 1d4+2 turns in a row.

Path of the Ant[edit]

Your insect is the ant. Although there are many types, they all are smart and work together. This subclass is the most versatile.

Bonus Proficiencies

When you chose Path of the Ant, you gain proficiency in 3 artisan's tools of your choice.

Insect Type

At third level, your insects gain the following feature:

Natural Builders

Your insects call upon their allies and create a structure of you choosing. The structure has an AC of 12 and has 5 hit points.

Ant Colonies

Starting at sixth level, your ants can burro though almost any substance except metals, creating escape routes or temporary bases for you and your allies.

Ant type

At eleventh level, you choose one of the following types of ants:

  • Fire Ants - your ant's bite attacks do fire damage instead of piercing damage
  • Flying Ants - Your ants gain a flying speed of 10 feet
  • Huge Ants - You can now mount your ants.
One With the Ants

At seventeenth level, you have learned lots from your ant companions. It now takes you half the time to craft any item you can, and you can control up to 12 ants.

Path of the Beetle[edit]

Your chosen insect is the beetle. When you choose this subclass, you and your allies will get AC boosts.

Bonus Proficiencies

WHen you chose the Path of the Beetle, you gain proficiency in shields and heavy armor.

Insect Type

At third level, your beetles gain the following feature:

Natural Armor

Your beetles get +2 AC.

Beetle Shell Shield

Starting at sixth level, you can craft shields out of beetle shells. It takes you 2 gp and 1 hour, and it gives you +3 AC

Beetle Protection

Starting at eleventh level, when you or an ally is in 5 feet of one of your beetles, they get the benefits of half-cover and +2 AC.

One With the Beetles

At seventeenth level, you learn from you beetle allies. Your base AC is now 12, and you can now craft beetle armor: 500 gp to make, AC = 19

Path of the Wasp[edit]

Your chosen insect is the wasp. When you choose this subclass, you and your allies will get damage buffs.

Bonus Proficencies

When you choose path of the wasp, you gain proficiency in martial weapons.

Insect Type

At third level, your wasps gain the following features:

Sting

+4 to hit, 2d8 poison damage

Flight

Your wasps gain a flying speed equal to their walking speed

Sting Weapons

Starting at sixth level, you gain the ability to amplify weapons. When you spend take any weapon and 10 gp, you can work on it for 3 hours to make it deal an extra 1d10 poison damage on a hit.

Wasp Killer

Starting at eleventh level, when you or your allies are within 5 feet of your wasps, when they hit something with a range or melee attack, they add an extra 3d8 poison damage.

One With the Wasps

At seventeenth level, you learn quite a lot from your wasps. you now always deal an extra 2d6 poison damage to all your attacks, and you can now mount your wasps.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the AntMan class, you must meet these prerequisites: Dexterity 13 and Intelligence 13.

Proficiencies. When you multiclass into the AntMan class, you gain the following proficiencies: Thieve's tools, light and medium armor.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: