Quantum Magic

Quantum Magic is a fairly new arcane tradition whose practitioners are obsessed with understanding the underlying mechanics of magic. Through extensive experimentation and observation, they have peered deeper than their classically trained counterparts into the fundemental nature of magic itself. Their discoveries have upended the classical theories and practices of the more conventional schools of magic.

Quantum Mastery

The most academic of all the arcane traditions, as a student of the Quantum Magic tradition your knowledge of magic is unrivaled.

Starting at 2nd level, you are proficient in the Arcana skill. If you already have proficiency in Arcana, your proficiency bonus is doubled.

Many Worlds Theory

One theory of Quantum Magic postulates that there are many parallel worlds wherein every possible outcome of a quantum event exists in it's own world.

Starting at 2nd level, when you are hit with an attack or fail a saving throw, as a Reaction you can instead choose to be missed by the attack or succeed on the saving throw. When you do so, you vanish into a parallel world and do not return until the end of your next turn. You return to the same space before you vanished. If that space is now occupied, you return to the nearest adjacent space. If you are concentrating on a spell, you lose concentration on that spell.

Halaster's Uncertainity Principle

It appears that the lunatic ravings of the mad mage Halaster were not entirely misguided. New research by the adherents of the Quantum Magic tradition have discovered a curious fundamental property of magic, namely that the more precisely the power of a spell is known, the less precisely it's probability of success is known, and vice versa.

Starting at 6th level, when you cast a spell with a spell slot that causes damage and requires a saving throw, you can maximize the damage, but the targets of the spell have advantage on their saving throws. Alternatively, you can impose disadvantage on their saving throws, but the damage is halved. Making the save or having resistance to the damage decreases the damage further accordingly. Once you use this abilty, you can’t do so again until you finish a short or long rest.


Quantum Entanglement

Another mysterious phenomenon utilized by the practitioners of Quantum Magic, Quantum Entanglement occurs when a pair of spells are generated in such a way that each spell cannot be described independently of the other, even if separated by time and space.

Starting at 10th level, when you cast a spell with a spell slot, you can "entangle" that spell with another spell you have prepared. The casting time for the two spells must be 1 action. You are considered to have cast the second spell simultaneously with the original spell. Alternatively, you can hold onto the energy of the second spell, which requires concentrating on the spell, and release the energy of the spell as a reaction. Remember, as always, you can not concentrate on more than 1 spell. The second spell must be cast at the same spell slot level as the original spell. Once you use this abilty, you can’t do so again until you finish a long rest.

The Quantum Constant

Through years of study and experimentation, you have discovered the fundamental constant of magic giving you insight into every school of magic.

At 14th level, as a Bonus Action, you gain the ability to cast one spell of your choice from any class's spell list. That spell must be of a level for which you have spell slots, must not have been prepared, and follows all the normal rules for casting it. The spell is considered a Wizard spell when you cast it. The ability to cast it disappears when you cast it or when the current turn ends. You can't use this feature again until you finish a long rest.