Quantum Bloodline

***As a sorcerer of the quantum bloodline, your ancestry ties you to mysterious entities from the astral plane, a powerful celestial, an ancient time elemental, or perhaps beings from an alternate reality. Quantum sorcerers manipulate time and probability to influence the outcomes of otherwise more random events.***

## **Probability Fluctuation**

At level 1, you have been given influence over probability. For any damage roll you make, you can choose the combination of dice you want to roll, provided they all add up to the same max damage. For example, 2d6, 3d4, and 1d12 are all interchangeable. At level 2, you may spend a sorcery point to use this feature on another creature’s damage roll.

## **Statistical Gamble**

Also at level 1, for attack rolls, saves, and ability checks, you can choose which dice you would like to roll. Unlike Probability Fluctuation, you may only roll one dice each time, but you get to choose how many sides. At 1st level, you may switch a d20 roll with a d12. Rolling max (12) still acts as a natural 20, and a 1 is still a natural 1. All other numbers behave normally. At 3rd level you may use a d10 as well, at 5th level a d8, at 7th level a d6, and at 9th level a d4.

## **Rewind/Fast Forward**

At 6th level, you learn to cause slight fluctuations in the flow of time, forcing the timeline to rewind slightly. You can use this feature to reroll an attack roll, ability check, or save, or force an opponent to reroll theirs, but you must take the new result. You may use this feature a number of times per day equal to your charisma modifier.

Also at 6th level, you can target a creature with a special spell, which can be cast with 2 sorcery points. DC=8+charisma+proficiency. On a failed charisma save, the target is thrust forward in time 1d4x6 seconds, effectively removing them from combat for the duration. They reappear in the exact spot from which they are shunted, and no time at all passes for them.

## **Temporal Exploitation**

At level 14, you learn to manipulate time and probability with the magic inherent in your bloodline. You gain access to bonus metamagic options, which you may choose two of.

*Gathering Spell:* When you cast a spell that deals an area of damage (e.g. fireball, lightning bolt), roll damage for everyone in the area of effect (incorporating saves, resistance, etc.) and spend 2 sorcery points per level of the spell to rewind time a few milliseconds (while still containing the energy of the spell) and deal the total amount of damage to a single creature in that area. The other targets are untouched.

*Entangled Spell:* When you cast a spell that originates from you, choose a point within 100 ft. of you that you can see and spend a sorcery point to instead have the spell originate from there. This may be used in cooperation with other metamagic feats.

*Delayed Spell:* Cast a spell and spend 2 sorcery points to project it forward in time, or into limbo. As a free action or reaction in the next minute, you can release that spell from limbo. It retains its point of origin and target regardless of current position. If it requires concentration, you don’t have to concentrate on it while it is in limbo. If you never release it, the spell releases itself after a minute in limbo. You may have more than one spell in limbo at once, but you may only release one at a time.

## **Quantum Ouroboros**

At level 18, you can rewind time a limited amount. As an action, you can spend 5 Sorcery points to turn back time to the start of your last turn, rewriting reality to undo whatever happened in the last 6 seconds. When you do so, you must make a DC 20 constitution save, taking 6d6 psychic damage on a failure. When you rewind time, you are the only one who remembers the abandoned timeline.

This feature may be used to achieve even more impressive feats. After 1 minute of preparation, you can spend any number of sorcery points to turn back time up to 20 hours. The cost of doing so is one sorcery point and a permanent 1d6 point reduction in your hp maximum per hour rewound. That damage cannot be reduced in any way, and if it reduces you to 0 hp, you cannot be revived by anything short of Divine Intervention. If it doesn’t kill you, your hp max can be returned to normal by a *Wish* spell or by *Greater Restoration* cast with a 9th level slot.