The Quantum Mechanic
Homebrew subclass for Artificer

The world of sword and spell is built upon the grand and visible forces of nature—fire, stone, lightning, and life itself. But beneath these great powers lies a hidden world, one of unseen particles and shifting probabilities, where reality is not a fixed thing but a delicate web of chance and motion. The greatest minds of the age may forge steel and bend the weave of magic, but you have peered deeper, into the fundamental uncertainty that holds existence together.
Quantum Mechanics are artificers who do not simply craft tools and weapons—they craft possibility itself. To the untrained eye, their devices appear erratic, as if powered by an unpredictable madness. An object might exist in two places at once, a strike might land before the weapon is even swung, and the mere act of looking at their work might change its nature entirely. These artificers embrace the mysteries of fate and probability, blending logic and the arcane into something altogether new.
Though scholars may struggle to comprehend your work, the ancient forces of the world recognize its power. Some whisper that the gnomish gods tinker with the fabric of reality in much the same way, while sages of forgotten orders claim that dragons once wielded magic so refined it could twist chance itself. Whether you are an academic pushing the boundaries of mortal understanding or an intuitive genius crafting wonders beyond reason, your inventions touch upon truths that few in this world will ever grasp.
Quantum Mechanic Spells#
3rd-level The Quantum Mechanic feature.You always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.Artificer Level | Spell |
---|---|
3rd | , |
5th | , |
9th | , |
13th | , |
17th | , |
Quantum Mechanic Infusions#
3rd-level The Quantum Mechanic feature.As a Quantum Mechanic, you have discovered ways to infuse objects with unstable energies, allowing them to behave in unpredictable or paradoxical ways. The following infusions are unique to this subclass.Entangled Trinkets
Prerequisite: Quantum Mechanic subclass
You create two identical trinkets—typically rings, bracelets, or small amulets—linked through quantum entanglement. When two creatures each wear one of the trinkets, they gain the following benefits while within 100 feet of each other:
- If one of them takes damage, they can use their reaction to split the damage evenly with the other wearer (rounded down).
- If one of them casts a spell with a range of self, they can choose to instead target the other wearer as long as they are within range.
Unstable Phase Armor
Prerequisite: 6th level, Quantum Mechanic subclass
You infuse a suit of armor with quantum instability, causing the wearer’s position to be uncertain at any given moment. While wearing this armor, a creature gains the following benefits:
- When hit by an attack, the wearer can use their reaction to roll a d6. On a roll of 4 or higher, the attack instead misses as the strike lands in a version of reality where they were never hit. This ability can be used a number of times equal to the wearer’s Intelligence modifier (minimum of once) per long rest.
- If the wearer is grappled or restrained by a nonmagical effect, they can use their action to instantly escape as they shift into a state where they were never caught. Once used, it cannot be used again until the wearer finishes a short or long rest.
Uncertainty Weapon
Prerequisite: 6th level, Quantum Mechanic subclass
You infuse a weapon with unstable potential, causing its strikes to exist in multiple states at once. A creature wielding this weapon gains the following benefit:
- If they miss an attack, they can roll a d10. On a 8 or 9, the attack instead hits, as reality resolves in their favor.
Tool Expertise#
3rd-level The Quantum Mechanic feature.You gain expertise with Tinker's Tools, doubling your proficiency bonus for any ability check you make that uses these tools.Quantum Flux#
3rd-level The Quantum Mechanic feature.When you choose this specialization, you gain a pool of quantum flux equal to your Intelligence modifier (minimum 1). You regain all expended flux after a long rest. You can spend this flux to fuel the following effects:Quantum Superposition: When a creature makes an attack roll against you, you can expend 1 quantum flux as a reaction to impose disadvantage on that attack roll. By tapping into the quantum realm, you create illusory duplicates of yourself, each representing a possible position you could occupy. These duplicates flicker in and out of existence, confusing your attacker and making it difficult for them to pinpoint your true location.
Quantum Precision: As a bonus action, you can expend 1 quantum flux to gain advantage on an attack roll, ability check, or saving throw until the start of your next turn. You momentarily glimpse into the quantum realm, allowing you to see all possible outcomes of your actions. This heightened awareness lets you choose the most favorable path, ensuring your movements and decisions are executed with unparalleled precision.
Quantum Entaglement#
5th-level The Quantum Mechanic feature.Whenever you deal damage with an attack or a spell that targets only one creature, you can choose one other creature within 30 feet of the target. That creature must make an Intelligence saving throw. On a failed save, the creature takes force damage equal to half the damage dealt; on a successful save, it takes no damage. You can use this feature a number of times equal to your Intelligence modifier (minimum of one), and you regain all expended uses after a short or long rest.Quantum Crafting#
9th-level The Quantum Mechanic feature.Starting at 6th level, you can use quantum flux to enhance your crafting abilities. By harnessing power from multiple realities simultaneously, you draw upon the skills and resources of countless versions of yourself to complete the crafting process in an instant. You can expend 2 quantum flux to instantly complete a mundane item that would normally take up to 1 hour to craft. For more complex enhancements, you push yourself beyond your normal capabilities, using the aid of your alternate selves to imbue your creations or existing magical items with additional properties. You can expend 3 quantum flux to imbue a crafted item or an already magical item (weapon or armor) with a temporary magical property, granting it an additional +1 bonus to attack and damage rolls or AC for 24 hours. This process takes 1 minute to complete.Quantum Tunneling#
9th-level The Quantum Mechanic feature.You gain the ability to tunnel through solid matter. As an action, you can move through up to 10 feet of solid material. You must end your movement in an unoccupied space you can see. If you end your movement inside solid material, you are shunted to the nearest unoccupied space and take force damage for every 5 feet you are moved.Schrödinger's Strike#
15th-level The Quantum Mechanic feature.When you make an attack roll, you can choose to roll twice and attempt to create a paradoxical state where your attack exists in both hit and miss states simultaneously. This uncertainty causes a surge of quantum energy, dealing additional force damage to the target.If one roll hits and the other misses, the attack hits and the target takes an additional force damage. If both rolls hit, the attack hits as normal without additional damage. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
You cannot use this feature if you have advantage or disadvantage on the attack roll.