Sorcerer
Base Class: Sorcerer

“Order is not peace. It is a tension drawn so tightly it hums.”

Sorcerers of the Harmony of the Axis are rare conduits of universal symmetry individuals through whom the primal balance of law and chaos, stillness and force, resonates. Whether born under rare celestial alignments, touched by forgotten planar forces, or marked by the metaphysical fabric of creation itself, these sorcerers do not command order they are shaped by it. But balance comes at a cost: such individuals walk a razor’s edge, torn between internal contradictions. Many become master strategists, philosophers, or wanderers trying to understand not just their power, but why they were chosen.

 

Level 1: Measured Precision

When casting a spell that requires an attack roll or saving throw, you may evoke, Measured Precision once per turn, up to 1 + CHA Modifier times before needing a long rest to reset.

  • If you roll an odd number, you gain advantage on your next attack or saving throw (before the end of your next turn).
  • If you roll an even number, the target has disadvantage on its next attack or saving throw (before the end of its next turn).

Level 3: Armor of Equilibrium

You gain proficiency in light armor and one martial weapon. While unarmored, if not wielding a shield, you may add your Charisma modifier to your AC (in addition to Dexterity).

Level 3: Harmonic Sorcery

When you reach a Sorcerer level specified in the Harmonic Spells table, you thereafter, always have the listed spells prepared.

Harmonic Spells
SORCERER LEVEL SPELLS
3 Mirror Image, Command, Detect Thoughts
5 Counterspell, Dispel Magic
7 Greater Invisibility, Guardian of Faith
9 Wall of Force, Geas

Level 6: Counterweight

When an ally within 30 feet fails a saving throw, you can use your reaction to balance the magical forces against them. They immediately re-roll the saving throw, taking the new result.

-You can use this feature a number of times equal to your Charisma modifier per long rest.

Level 14: Axis Shift

Once per long rest, you may take one additional turn immediately after your current turn. You can’t use this feature again until you finish a long rest. However, using this disrupts magical harmony — for 1 minute afterward, you must roll a d6 at the start of each of your turns:

  • On a roll of 1–2, you suffer chaotic flux (lose your reaction).
  • On a roll of 5–6, you gain order’s edge (add +1d4 to all rolls that turn).

Level 18: Perfect Resonance

You exist in perfect attunement with the underlying laws of magic and force.

  • You can choose to automatically succeed on any concentration check, once per turn.
  • You may teleport up to 30 feet as a bonus action, leaving behind a briefly glowing afterimage.
  • You are immune to being charmed or stunned.

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