Base Class: Sorcerer
A fearsome warrior spattered with the blood of fallen enemies stands in the midst of a raging battle. Facing down the next of her foes, her eyes glow with rage and an extraordinary power. She clenches her fists and a wave of magic surges through her, out of her; a shimmering cast of power envelops her, preparing her for the next barrage of attacks. She takes them all in stride, waiting for the moment to strike. When she does, her innate power bolsters her fighting and ensures that her enemies do not stand a chance.
Though sorcerers are chosen by power of all exotic bloodlines and otherworldly influences, they have a choice in how to use their inborn magic. Those who aim to protect allies, destroy enemies, or achieve the peak of their physical and magical prowess become Power of Battle sorcerers. They employ their magic to enhance their martial abilities and imbue their weapons of choice with magic. Some focus on their protective power, while others aim to decimate opponents in combat. What all Power of Battle sorcerers have in common is the way they come alive in the chaos of a fight.
Battle Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Battle Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Level |
Spells known |
|---|---|
1st |
True Strike, Mage Armor |
3rd |
Absorb Elements, Blur |
5th |
Spiritual Weapon, Haste |
7th |
Choose 2 from Investiture of Stone, Investiture of Flame, Investiture of Ice, Investiture of Wind |
9th |
Invulnerability, Teleport |
Unarmed Prowess
At 1st level, you learn to channel your magical essence through your body and into your attacks. Your unarmed strikes count as weapon attacks and do 1d4 damage, this die increases to 1d6 at 5th level and to 1d8 at 8th level.
Primal Surge
During the adrenaline rush of a battle, your mystical bloodline takes over and magic radiates from your body like a powerful aura. Starting at 6th level, you are able to enter a magic surge state as a bonus action.
While surging, you gain the following benefits:
- You gain extra temporary hit points equal to 6 + your Charisma modifier.
- On your turn, when you deal damage using a spell attack, you may add your Charisma modifier to the damage roll.
- You are able to spend 1 sorcery point to add magical damage to a non-magical weapons attack. You may choose one type of damage per battle from the following list: acid, cold, fire, force, lightning, necrotic, psychic, thunder.
As a magical phenomenon, the activation of your magic surge state can be stopped when Counterspell (DC = your Spell Save DC) is cast by an enemy. The magic surge state is not vulnerable to Dispel Magic or other such effects after activation.
The magic surge state lasts for 1 minute and ends early only if you are knocked unconscious or if your turn ends without you having attacked a hostile creature or taken damage. You are not able to willfully end the magic surge state once it begins.
You may enter a magic surge state a number of times equal to your Charisma modifier per long rest. Starting at 10th level, you are able to expend 1 sorcery point to regain a magic surge state use. You may only do so once per long rest.
Fighting Affinity
By 14th level, your instincts are so honed and your bloodlust so strong that you have advantage on initiative rolls. Additionally, you are now able to attack twice when you take the Attack on your turn.
Additionally, the power that flows in your blood can keep you standing despite intense damage. If you drop to 0 hit points while in a magic surge state and do not immediately die, you can make a Constitution saving throw (DC 10). If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Mystic Champion
At 18th level, you embody the raw power that has chosen you as its vessel. During your magic surge state, you are also able to mold raw power into a defensive shield. On your turn, you may use a bonus action to become resistant to bludgeoning, piercing, and slashing damage until the magic surge state ends.
Additionally, the force of your magic surge state becomes so potent that neutralizing it backfires on your enemies. If a creature successfully prevents your magic surge state from activating (for example, using Counterspell) they take force damage equal to 1d6 + your Charisma modifier.
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