Antimatter Warrior (5e Subclass)

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Antimatter Warrior[edit]

<Artificer/Barbarian/Bard/Cleric/Druid/Fighter/Monk/Mystic/Paladin/Ranger/Rogue/Sorcerer/Warlock/Wizard> Subclass


Antimatter Strike

At 3rd level, you gain the ability to infuse your weapon strikes with antimatter energy. When you hit a creature with a melee weapon attack, you can expend a use of your Sneak Attack to deal additional damage equal to your Sneak Attack damage dice. However, this additional damage is Force damage instead of the usual type.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Quantum Blink

Starting at 3rd level, you can manipulate the fabric of reality to teleport short distances. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. You can use this ability a number of times equal to your Dexterity modifier (minimum of 1), and you regain all expended uses after finishing a short or long rest.

Singularity Step

At 9th level, your mastery over antimatter allows you to phase through obstacles. You gain the ability to move through solid objects as if they were difficult terrain. Additionally, when you move through a creature’s space during your turn, that creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take force damage equal to your Sneak Attack damage dice.

Antimatter Bomb

Starting at 13th level, you can unleash a devastating explosion of antimatter energy. As an action, you can expend two uses of your Antimatter Strike to create an antimatter bomb at a point you can see within 60 feet of you. Each creature within a 30-foot radius sphere centered on that point must make a Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. After using this feature, you can use this twice and then can’t use it again until you finish a long rest.

Annihilation Gambit

At 17th level, you can channel the ultimate destructive force: annihilation. Once per long rest, as an action, you can release a burst of antimatter energy. All creatures within a 30-foot radius must make a Constitution saving throw (DC as above) or take 10d10 force damage. On a successful save, they take half damage. You can use this once per long rest

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