I agree, the flavor is very unique and appealing, though the mechanics may need a bit of tuning. One major thing that came up a few times is that fairly standard passive effects should never hit only one random enemy in the room-- in the group-oriented environment that is Imperian, hitting one random target in a room full of enemies is essentially hitting no one at all every time the tick doesn't hit the current target of the focus fire.
More generally, any time you see yourself using words like 'random' and 'chance', stop and think very carefully about why you feel that it is necessary to randomize the effectiveness of the ability you are proposing. Often, what emerges isthat either a) it is too powerful in its current state, and either needs to be toned down or given some other necessary condition for operating, or b) it is fine as it is, and the chance can be turned into a certainty.
When you introduce mechanically mandated elements of chance into a skillset, you are creating an enforced range of incertainty in balancing discussions. If the difference between 'getting lucky on the ticks' and not is the only thing that makes the class viable, then I can promise you that it is the type of class that no one wants to fight as or against.