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# Feats: Multiverse Anomaly *You are an Anomaly, a glitch in the fabric of the multiverse that never should have existed... no matter, you're here now, and I'm sure we can find some way to put you to use; you, and all your other selves...* Anomalies were once ordinary mortals, who through accident or design unlocked the ability to step across the otherwise final boundaries of space and time, existing in multiple whens and wheres simultaneously. These unique powers make the adventuring life a tempting or even necessary path for Anomalies, who are sometimes feared and reviled by the common folk but welcomed by adventuring parties who could use an extra pair of hands, or two, or three. #### Anomaly Origins This table provides a few ideas as to how your character became an anomaly; you can pick one, roll randomly, or use them as inspiration to come up with your own anomalous origin story. | d4 | Origin | |:---:|:-----------:| | 1 | You travelled forwards or backwards in time to a world that was not your own. | | 2 | You should have died in a *teleport* accident, but instead, you woke up with new powers. | | 3 | Your family are notorious plane-hoppers, and you barely remember your own homeworld. | | 4 | You were born in the Astral Sea or Ethereal Plane, heir to no world at all. | ### Manifest Glitch As an action, you may expend one of your hit dice and roll it, adding your Constitution modifier; you reduce your hit point maximum by the amount rolled, to a minimum of 1, and you summon a Glitch with that number of maximum hit points into an unoccupied space of your choice within 5 feet of you. The Glitch uses your statistics, proficiencies, and traits - it is effectively you, from another time and/or place, and it speaks and acts in accordance with your knowledge and personality; the Glitch also possesses your nonmagical equipment, but any equipment summoned with it vanishes when it is dismissed or destroyed. It remains until you dismiss it as an action, or until it is destroyed by being reduced to 0 hit points; you cannot regain your hit point maximum or the expended hit die until the Glitch is dismissed or destroyed, at which point your hit point maximum (but not hit points) returns to normal, and you can regain the hit die via a long rest as usual. You can never have more active Glitches than your proficiency bonus at any one time. You can communicate telepathically with the Glitch, as long as you are on the same plane of existence as one another. During combat, on your turn you may move any of your Glitches up to your speed (no action required by you), but a Glitch cannot act on its own; instead, whenever you take an action, bonus action, or reaction, you may choose for it to be taken by you or one of your Glitches that you can see. Resources such as spell slots, Channel Divinity, etc. are shared between you and your Glitches. Additionally, if you or any of your Glitches are subjected to a condition, the condition is applied to all of you simultaneously. #### Variant: Anomalous Glitches The multiverse is infinite, and even if you think you've found an exact match to yourself, things are never quite the same. At you or your GM's discretion, when you summon a Glitch, you may introduce a minor variation to give them character and flavour; you or your GM may choose the nature of this variation, or you can roll on the table below to find out! | d4 | Glitch Variation | |:---:|:-----------:| | 1 | The Glitch is a different gender or has a different gender presentation to you. | | 2 | The Glitch has a different alignment than yours; the GM can pick it's new alignment, or roll a d8 to pick a new one randomly. | | 3 | The Glitch has a different set of personality traits, flaws, and bonds to you; reroll on your Background tables or let the GM choose new ones. | | 4 | The Glitch has an entirely different Background to you; it cannot use your Background features, and instead gains its own, however any knowledge it possesses likely only pertains to its own world. | ### Sacrificial Glitch *Prerequisites: 4th level, Manifest Glitch feat* When you are targeted with an attack roll by a creature you can see, you can use your reaction to summon a Glitch as per your Manifest Glitch feat, which becomest he new target of the attack roll. If you are already at your maximum number of Glitches, you may choose whether the new one or one of your active Glitches is immediately dismissed after the attack. ### Stable Glitches *Prerequisites: 8th level, Manifest Glitch feat* When you summon one of your Glitches, you may expend any number of your hit dice at once, adding your Constitution modifier to each one and suffering the hit point maximum reduction for all of them. Your Glitch gains a hit point maximum equal to the total as normal.
Design by Lexi Abbey | Made with GM Binder