Vortex Soul - Sorcerous Origin

You have the innate ability to manipulate the weave of time and space itself. To you, timelines and gravity wells are as obvious and natural as the wind or waves. Maybe you were born during a time loop caused by a great mage. Maybe you lived on a plane with altered gravity or passed too close the event horizon of a black hole. Or perhaps you are a remnant of a destroyed timeline, left behind for unknown purpose.

Regardless of the reason, you can manipulate the energy known as dunamis as naturally as one might speak or run.

Dunamis Origin

Starting at 1st level, your sorcerous origin allows you to manipluate dunamis energy to control time and space. When your Spellcasting feature lets you learn or replace a sorcerer spell of 1st level or higher, you can choose the new spell from the sorcerer spell list or the list of Dunamancy spells outlined in Explorer's Guide to Wildemount. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

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Gravity Anchor

Starting at 1st level, you can subtley manipulate the gravity effecting you as a bonus action, making it stronger or weaker.

Stronger. You have advantage on Strength ability checks and saving throws, and have tremorsense with a range of 10 feet. However, your walking speed decreases by 5 feet.

Weaker. Your walking speed increases by 10 feet, you can jump twice as far as normal, and difficult terrain doesn't cost you extra movement. However, you have disadvantage on Strength ability checks and saving throws.

The chosen effect lasts for 1 minute, or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a short or long rest.

Instinctive Rewind

Once you reach 6th level, you discover the ability to rewind your own timeline to avoid danger.

As a reaction to taking damage, you can spend 2 sorcery points to teleport up to 15 feet to an unoccupied space you can see. You must have occupied that space at some point since the start of your last turn.

Psychosomatic Contrast

Starting at 6th level, your mind and body experience reality in a way different from most. You have advantage on ability checks to discern illusions, and you can't be aged magically.

Zero Gravity Point

Starting at 14th level, you can enshroud yourself with a pocket of zero gravity as a bonus action, lifting yourself through the air.

While the pocket exists, you have a flying speed of 30 feet and can hover. In addition, you automatically pass your saving throw against any spell that effects gravity (such as reverse gravity). The pocket lasts until you’re incapacitated, you die, or you dismiss it as a bonus action.

Conflux of the Soul

Upon reaching 18th level, you can spend 5 sorcerery points as an action to meditate and combine aspects of yourself from multiple different timelines, gaining the following benefits:

You can add your proficiency bonus to any ability check or saving throw you make that doesn’t already include it

You are immune to being frightened

Your Charisma score and maximum increase by 2.

You remain in this state for 1 hour, and it ends early if you are incapacitated or if you die. When it ends, you gain one point of exhaustion.

Vortex Soul Origin Spells

If you play in a campaign where the DM gives each Sorcerer additional spells based on their Origin, use the following: