The Flux Adept
| Level | Proficiency Bonus | Features | Flux Points |
|---|---|---|---|
| 1st | +2 | Keratinous Growth, Arcane Dabbling | 0 |
| 2nd | +2 | Flux, Eagle Eyes | 2 |
| 3rd | +2 | Flux Core | 3 |
| 4th | +2 | Ability Score Improvement | 5 |
| 5th | +3 | Flux Core Feature | 6 |
| 6th | +3 | Buoyancy | 7 |
| 7th | +3 | Body Language | 8 |
| 8th | +3 | Ability Score Improvement | 10 |
| 9th | +4 | Flux Core Feature | 11 |
| 10th | +4 | Peak Conditioning | 12 |
| 11th | +4 | Flux Core Feature | 13 |
| 12th | +4 | Ability Score Improvement | 15 |
| 13th | +5 | Immunosupremacy | 16 |
| 14th | +5 | Alacrity | 17 |
| 15th | +5 | Flux Core Feature | 19 |
| 16th | +5 | Ability Score Improvement | 20 |
| 17th | +6 | Chameleonism | 21 |
| 18th | +6 | Holistic Augmentation, Self Sustaining Processes | 22 |
| 19th | +6 | Ability Score Improvement | 23 |
| 20th | +6 | Flux Core Feature | 25 |
Flux Adept
Standing behind his companions, the half-orc raises his empty hands towards the band of goblins advancing menacingly towards them. Suddenly, spikes of bone erupt from his arms, striking down the green-skinned foes as swiftly as any ranger's arrows.
An elven woman sits at the bar, nursing a mug of ale. As the first of her pursuers kicks in the door behind her, she spins, the blood suddenly flowing from her palm forming into a blade of deep crimson. It bites deep into the unprepared man's shoulder, his eyes wide with surprise as their supposedly unarmed target suddenly becomes the last he'd ever hunt.
Not all who traffic in arcane secrets are content to study the world around themselves, gathering knowledge for the sake of itself. Some do so to seek a way to make themselves stronger, to harden bone and heighten reflexes. These rare few are known as Flux Adepts, masters of their own body's structures.
Pushing the Boundaries
Flux Adepts are all generally compelled by the same goal: to push their bodies to the limit, and beyond even that. They eschew exercise and physical training as methods to grow strong; after all, even that can only get you so far. The true path to power is by molding your flesh as you will it. A Flux Adept views the body not as a tool, but as a raw material to be shaped into something more.
Proud but wary
Due to their trafficking in blood and bone, many view the Flux Adept as little more than necromancers, though this is far from true. Most Flux Adepts will be quick to point out that their studies concern the living first and foremost (though some less scrupulous among them may acquire their material from the dead). Other, more educated folk see them as lunatics, trying to force their bodies to do things they were never meant to, regardless of the dangers inherent in molding your own flesh. A Flux Adept is rarely ashamed of his studies, but most have learned to be discreet, lest they be run out of town by closed-minded citizens.
Creating a Flux Adept
When creating a Flux Adept, it is important to consider why your character decided to become an Adept. Were they a wizard that grew tired of their physical frailty? Were they a fighter, seeking some way to give themselves an edge in combat? Or were they simply intrigued by the idea of pushing their physical form beyond its limits?
You should also consider where or how they began studying the ways of Flux. Few academies in the world offer courses on the practice, as it is seen as particularly dangerous and distasteful to most. Your character may have studied under another Flux Adept, acquiring the techniques in a master and apprentice role, or they may have simply stumbled across a few rare tomes that detailed the theories and practices that allowed them to develop the skills on their own.
Quick Build
You can make a Flux Adept quickly by following these suggestions. First, make your highest ability score Constitution, following with Dexterity or Strength. Second, choose the Far Traveler background.
Class Features
As a Flux Adept, you gain the following class features
Hit Points
Hit Dice: 1d8 per Flux Adept level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Flux Adept level after 1st
Proficiencies
Armor: Light, Shields
Weapons: Simple Weapons
Tools: Choose one of the following: Alchemist's Supplies, Herbalism Kit, or Poisoner's Kit
Saving Throws: Constitution, Strength
Skills: Choose two of the following: Acrobatics, Athletics, Deception, Medicine, Nature, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background
- (a) 2 handaxes, (b) 2 javelins, (c) 2 light hammers, or (d) a sling and 20 bullets
- (a) studded leather armor or (b) leather armor and a wooden shield
- (a) an explorer's pack or (b) a scholar's pack
- (a) alchemist's supplies, (b) an herbalism kit, or (c) a poisoner's kit
Keratinous Growth
At first level, you can use your knowledge of the arcane arts to turn your own body into a weapon. As an action, you can cause your teeth or nails to lengthen, or your knuckles to harden. You gain natural weapons which deal 1d4 bludgeoning, piercing, or slashing damage, according to your choice. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. These weapons have the Light property.
Arcane Dabbling
As a student of the arcane, you have minor knowledge of traditional spells. At first level you gain the prestidigitation cantrip.
Flux
At Level 2, you gain control over your body using arcane energies. This control is represented by a pool of Flux Points, which increase according to the Flux Points column of the Flux Adept class table. You regain half of your maximum Flux Points (rounded down) at the end of a short rest, or all of your Flux Points following a long rest. Constitution is your spellcasting ability for your Flux Adept spells, since you are manipulating the structures of your body and twisting them unnaturally. You use your Constitution whenever a spell refers to your spellcasting ability.
Flux save DC = 8 + proficiency bonus + Constitution modifier
Flux attack mod = proficiency bonus + Constitution modifier
Spellcasting Focus
Because a Flux Adept uses magic to alter their own body, you can use your body as a spellcasting focus (see Adventuring Gear in the PHB for rules regarding spellcasting focuses). Spells cast using Flux Points ignore material costs even if a spell specifies a monetary cost.
Enhanced Senses
Also upon reaching level 2, your studies have allowed you to increase the acuity of your senses. You gain Darkvision out to 60 feet. If you already possess dark vision, it is extended by an additional 30 feet. In addition, you can spend one Flux Point to give yourself advantage on an Investigation or Perception check. You may also spend one Flux Point to gain Blindsight out to 10 feet for one round.
Flux Core
At level 3, you have dedicated yourself to the study of one of the three cores of the body. Choose either Osteomancer, Sanguinomancer, or Neuromancer. Your core grants features at 3rd level, and again at 6th, 10th, 14th, 15th, 18th, and 20th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, increase two Ability Scores of your choice by 1, or acquire one perks. As normal, you can’t increase an ability score above 20 using this feature.
Buoyancy
Experienced Flux Adepts are capable of generating pockets of gas inside their bodies to slow their descent. Starting at Level 6, you can spend 2 flux points to cast Feather Fall as a reaction. You can also spend 3 flux points to cast Water Walking, but the duration is only 10 minutes. You may only target yourself with this feature.
Pheromone Manipulation
At level 7, you can spend one Flux point to gain advantage on a Persuasion or Deception roll. Additionally, you can use three Flux points to cast Calm Emotions, centered on yourself. Your studies of body chemistry have granted you the ability to manipulate your pheromones and make people more trusting of you.
Eagle Eye
Also upon reaching 7th level, as an action, you can spend a flux point to improve your eyesight for one minute. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Peak Conditioning
Those truly adept at manipulating Flux have reached peak condition for the physical body, in preparation to push themselves beyond that peak. At level 10, you can add half your proficiency bonus to your initiative, rounded down. Additionally, you gain advantage on rolls to resist exhaustion.
Immunosupremacy
At Level 13, a Flux Adept has learned to push their immune systems to their limits. You are immune to diseases and the poisoned condition, and gain resistance to poison damage.
Alacrity
Beginning at Level 14, a Flux Adept has modified their body to increase their fast-twitch muscle fibers. You are constantly under the effect of the Jump and Longstrider spells.
Chameleonism
At level 17, you have mastered even more minute manipulations of your body. You can cast Alter Self at will, and it does not require concentration for you.
Holistic Augmentation
Masters of Flux have determined how to enhance every part of their body at once. Starting at Level 18, you may spend 7 Flux Points to cast Tenser's Transformation (XGtE pg. 168). You may use this feature a number of times equal to half your Constitution Modifier, rounded up. You regain all uses of this feature following a long rest.
Self Sustaining Processes
Also at Level 18, you have maximized the efficiency of your metabolism and autonomic systems. You no longer need to eat, drink, sleep, or breathe. In order to gain the benefit of a long rest, you can spend all 8 hours engaged in light activity. Also, for every 10 years that pass, you only age 1 year.
Osteomancer
The Osteomancer believes that the core of the body is the bones. Strip away the skin, the muscles, the nerves and blood, and all that's left is bone. They focus their studies on the manipulation of their skeleton, growing spurs of bone to both defend themselves and perforate their enemies.
Osteophytes
Starting when you take this Core at level 3, you can fire spurs of bone from your arms. You gain a ranged weapon attack that deals 1d6 piercing damage and has a range of 80/320. You are considered proficient with this weapon, and you add your Dexterity modifier to attack and damage rolls made with this attack. The damage dice increases to 1d8 at level 10, and 1d10 at level 15.
You can also spend 2 Flux points to cause your bone shard to explode when it reaches its target. Make a ranged weapon attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 2d6 piercing damage.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery You gain a +2 bonus to attack rolls you make with ranged weapon attacks.
- Close Quarters Shooter You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
Calcification
At level 5, an Osteomancer learns to pour more arcane energy into their bones, allowing them to manifest a set of exoskeletal armor. You have a natural AC of 9 + your Dexterity modifier + your Constitution modifier.
In addition, you can extend hooks and barbs from your feet and palms, allowing you to scale vertical surfaces. You gain a climbing speed equal to your movement speed.
Seize the Core
Eventually, an Osteomancer learns to control the bones of other living creatures, as well as his own. Starting at Level 9, you can spend 2 Flux points as an action to force a creature you can see within 120 ft to make a Constitution saving throw against your Flux Save DC. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. If you attempt to make the creature move into obvious danger, it can make another Constitution saving throw to break the effect. This feature can only target creatures with a skeleton.
Arcane Ossification
Also at level 9, the bones created by your Osteophyte feature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Rain of Bones
At level 11, an Osteomancer can exert their arcane power to create a multitude of bone spurs at once. You can expend 4 Flux points to cast Conjure Barrage. In addition, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your Osteophyte's range. You make a separate attack roll for each target.
Exoskeletal Growth
At Level 15, you can spend 6 Flux points to cast Conjure Volley. In addition, you can cast Stoneskin for 5 Flux points. You have learned to produce so many bones that you can plate your body with them, or call down a storm of bones on your enemies heads.
Osteophage
Upon reaching level 20, an Osteomancer has mastered the ability to not only strengthen their own core, but destroy another's. You can spend 9 Flux points to cast Harm, but can only affect a creature that has bones. In addition, your target gains a vulnerability to bludgenoning damage, as their bones become brittle and frail.

Sanguinomancer
The Sanguinomancer focuses their efforts on the manipulation of blood and flesh. Unlike the blood mages they are often confused with, a Sanguinomancer uses their blood as a weapon directly, fashioning weapons from their own vital fluid. As long as blood flows in their veins, these fighters are never caught unarmed.
Bonus Proficiencies
When you choose this Flux Core at 3rd level, you gain proficiency with Medium and Heavy Armor and Exotic weapons.
Hematic Armory
A Sanguinomancer's primary armament is their own blood. Beginning at level 3, you can spend a short rest to dissolve a melee weapon into your blood, storing it for later use. The weapon is destroyed during this process, and once it's finished you can create a copy of the weapon out of your blood as a bonus action.
The copy maintains any enchantments the original weapon had, but you cannot copy an Artifact in this way. You cannot be disarmed of a blood weapon, but it dissolves as soon as it leaves your hand.
You can have up to two stored weapons, but can only manifest one at a time with your bonus action. If you attempt to store a third weapon, you must purge yourself of one of the other two.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Defense While you are wearing armor, you gain a +1 bonus to AC.
- Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.
Poikilothermic Strikes
Also at level 5, you learn to drastically alter the temperature of your blood weapon. When you successfully hit a creature with a melee attack, you can spend 2 Flux points to use one of the following features:
- Boil the Blood Your weapon ignites your opponent's blood, and the attack deals an extra 1d6 fire damage to the target and causes the target to burst into flames. At the start of each of its subsequent turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends.
- Freeze the Blood Your weapon instantly freezes the blood in your opponent's veins. The attack deals an extra 1d6 cold damage, and your opponent's speed is reduced to 10 feet until the end of its next turn.
You can spend additional Flux Points to increase the initial damage of either feature by 1d6 per Flux Point, to a maximum of 10 Flux Points.
Transfusion
At level 9, you can affect the flow of blood, using it to heal or harm. You can spend 4 Flux points to cast Life Transference or Vampiric Touch.
Hematic Enhancement
An experienced Sanguinomancer learns to channel pure arcane energy into their blood weapons. Beginning at level 11, when summoning your blood weapon, you can spend 1 Flux point to increase your attack and damage rolls with the weapon by +1. This bonus lasts until your dissolve the weapon. You can further increase the bonus by spending additional flux points, to a maximum of 3 Flux points for a +3 bonus.
Thrombocytes
Beginning at level 15, as long as you are conscious and below half your maximum HP, you gain HP at the beginning of your turn equal 5 + your Constitution modifier. Your blood coagulates quicker than most, stopping your bleeding far more quickly than normal.
Mass Phlebotomy
The most experienced Sanguinomancers have mastered the ability to draw the blood from their opponent's veins. Staring from level 20, you can spend 9 Flux points to cast Abi-Dalzim's Horrid Wilting, but it can only affect creatures with blood.

Neuromancer
While their colleagues utilize Flux to create physical armaments, the Neuromancer learns to harness the bioelectricity flowing in the body as a weapon, projecting it as bolts of lightning and cracks of thunder. The most experienced are even able to use their knowledge of the brain's inner workings to muddle the thoughts of others, scrambling their nerves and leaving them reeling.
Synaptic Bolt
The first thing a Neuromancer learns is that power comes from within. Literally. Starting when you choose this Flux Core at third level, you can cause a small bolt of lightning to fire from your hand. Make a ranged spell attack against an enemy you can see within 120 ft. On a hit, the target takes 1d10 lightning damage. The number of bolts you can fire increases as you gain levels in this class: 2 bolts at level 2, three bolts at level 11, and four bolts at level 17. You can target as many enemies as you can fire bolts, making a separate attack roll for each, or you can combine bolts into a single roll, dealing 1d10 damage per bolt.
Additionally, you learn the Shocking Grasp cantrip, and can spend 2 Flux Points to cast Chromatic Orb as a first level spell , but the damage type must be Lightning.
Synaptic Burst
Starting at level 5, you learn to channel your synaptic energies in more complex manners. You can spend 2 Flux points to cast the spells Hellish Rebuke, Thunderwave, or Witch Bolt. You can spend additional Flux points to increase the casting level of these spells, at the cost of one flux point per spell slot level, up to a maximum of 6 Flux Points.
You also learn to precisely target your Synaptic Bolts, at the expense of power. You can spend 2 flux points as an action to create three darts of lightning in your hand. Each dart hits a creature of your choice that you can see within 120 feet. A dart deals 1d4+1 lightning damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. You can create additional darts at the cost of 1 Flux point per dart.
Synaptic Strike
At level 9, you have begun to produce a prodigious amount of electricity, releasing it in targeted blasts or imbuing your weapons with power. You can spend 4 points to cast Lightning Arrow. You can increase the casting level by spending extra flux points, increasing the spell slot level by 1 for each extra Flux Point spent. You also gain the ability to spend 4 Flux points to summon 3 bolts of lightning, sending them streaking towards your choice of targets within 120 ft (you can choose one target or several). Make a ranged spell attack for each bolt. On a hit, the target takes 2d6 lightning damage. You can create additional bolts by spending additional flux points, at a rate of one bolt per flux point.
Also at level 9, you learn to redirect incoming electricity into your own attacks. You gain resistance to lightning damage, and whenever you take lightning damage you can use your reaction to spend 5 Flux points and gain immunity to lightning damage. If you do so, the first time you use a Neuromancer feature on your next turn you can add 4d6 lightning damage to the damage dealt.
Synaptic Surge
At level 11, a Neuromancer learns to release their power in one large surge. You can spend 5 points to cast Haste, targeting yourself. Also, as an action, you can spend 6 Flux points to cause a sudden wave of lightning to emanate from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage and 5d6 lightning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
Synaptic Storm
Beginning at Level 15, you can project a cascade of power from your body, flooding the the bodies of your opponents with electricity. You can spend 6 Flux points to cast Synaptic Static. Additionally, you can release a torrent of bioelectrical energy that leaps from foe to foe. You can spend 7 Flux points to cast Chain Lightning. You can spend additional Flux points to increase the casting level of Chain Lightning, at the cost of 1 Flux point per spell slot level.
Synaptic Overload
Eventually, a neuromancer has learned the most intimate secrets of the brain's structure, and in doing so has learned to destroy those of their opponents. Upon reaching level 20, you can spend 9 Flux Points to cast Feeblemind or Psychic Scream.

Credits
The Flux Adept is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
All art ©Wizards of the Coast LLC.
Some of the features of this class specifically only affect creatures with blood or bones. While this is obvious in most cases (skeletons don't have blood, slimes don't have bones), it is ultimately up to the DM's discretion whether to allow a feature to be used or not.