Base Class: Sorcerer
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Flux Surge
Starting when you choose this origin at 1st level, your existence alone warps the fabric of reality around you. Each time you cast a spell, you gain one charge of flux for each level the spell is cast (minimum 1 charge, including cantrips). You then roll a d20. If the number rolled is equal to or less than the number of charges you have, a Flux surge happens, and all charged are immediately expended). Roll 1d10000, and the result is added to your spell effect. The spell must be successfully cast to trigger a Flux Surge, and ritual spells do not have a chance to trigger a surge (though you still gain the charges per usual). If that Flux surge effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Flux Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Flux Conduit
Starting at 3rd level, you are so infused with Flux that you often cannot control it when you tap into your raw power. Whenever you spend a sorcery point, Flux erupts from you. All creatures within 5 feet of you must make a DC16 CON savings throw, or take 2d6 damage. This damage cannot be prevented or reduced in any way. The Flux that erupts from you will ignite flammable objects, and will charge or activate all Materia contacted.
In addition, you may spend your reaction and one sorcery point to activate Flux Conduit when struck with a melee attack. If you do so, the attacker has disadvantage on the save.
Slip Stream Resting
When you and the party take a short rest, you can roll a d10. On a roll of a 9 or 10, you gain the benefits of a long rest instead. Once this feature is used no member of the party can gain the benefits until after an actual long rest is taken.
However, on the roll of a 1, your party instead gains no benefit from the short rest and each member gains 1 level of exhaustion, and this feature cannot be used until after an actual long rest.
Asynchronization
Your magic is powered by the Flux, meaning that the weave of every spell is entangled with time and space itself.
Whenever you affect anyone besides yourself with a spell with a critical hit, or someone saves vs one of your spells with a roll of a natural 1, roll a d10 for each creature targeted.
- 1-2: Nothing happens
- 3-4: Add +10 to the targets initiative.
- 5-6: Add +5 to the targets initiative.
- 7-8: Subtract -5 to the targets initiative.
- 9-10: Subtract -10 to the targets initiative.
If a creature is moved to earlier than your turn on the initiative chart, and has not already gone this turn, it immediately takes its turn next on this round, then falls into its new initiative.
Mantle of Time
Whenever you use your reaction to active your Flux Conduit ability, you affect the flow of time in an area around you. After your Flux Conduit, you can immediately teleport in a bright flash of Flux up to half of your speed without provoking opportunity attacks, and the attacking creatures speed is reduced to 0 until the start of its next turn.
Increased Conduit
Your Flux Conduit feature now reaches out 15 feet. The DC of the CON save is increased to 18, and the damage is increased to 4d6.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Flux Surge table, you can roll twice and use either number.
Flux Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose any number of those dice, roll them again and add that roll to the damage. You can use the feature only once per turn.
Temporal Reflexes
A Flux Born of this level is no longer bound by the simpler rules of time. The character can use a number of reactions equal to his Charisma modifier. The character can still only take 1 reaction per creature’s turn.
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