Base Class: Sorcerer
Endowed with strange and mysterious insights, you can read an unfolding battlefield as easily as a page in a book. Other sorcerers may have psychic gifts, but yours manifest as an instinctive sense for the geometry and possibilities of conflict. You have an uncanny intuition for the intentions and movements of your foes, making it nigh impossible for an enemy to elude you. Some legends say powers such as yours appear in children of war-torn lands, or even those born on a battlefield. While there is some truth to this, most of these sorcerers arise in places threatened or invaded by aberrations.
An ancient tome, the Talaric Codex, teaches that when the Far Realm’s horrors spill into a plane, they corrupt and reform mortal life into their own image. The natural world recoils from this contact, imbuing sentient beings with the ability to wield psionic energy. Some battleminds interpret this belief as a calling to defend the Material Plane against aberrations. Others born with these powers seek to avoid such violence entirely, pursuing peace or using their psychic gifts to solve impossible mysteries. Sooner or later, however, fate draws every battlemind into large-scale conflict. Destiny is all.
Battlemind Drives
In times of strife, every battlemind has their own personal motivations for intervening on one side or the other. You have your own fraught, complicated relationship with warfare, not unlike the thorny relationship one might have with a difficult parent. Use the suggestions on the following table to determine what drives you when it comes to battle:
| d6 | Drive |
|---|---|
| 1 | Acceptance. For one reason or another, you’ve never fit in with normal folk. Through victory, glory, and the camaraderie of battle, you hope to finally find a sense of belonging. |
| 2 | Devotion. You have a passionate cause, close bond, or sworn loyalty, and that is what motivates you in any conflict. Great woe shall befall any fool who threatens the object of your devotion. |
| 3 | Freedom. You are tired of being drawn into battles that are not your own. Even when you do fight, you do so in the hopes of freeing yourself from the agendas of others. |
| 4 | Power. By means of your preternatural martial prowess, you seek to attain greatness, whether that means wealth, influence, land, glory, or rank. You hone your psychic gifts to a keen edge. |
| 5 | Reciprocity. A great wrong has been done, and you marshal all your innate warcraft to bring justice to the guilty. Those who meddle with your glorious purpose shall pay. |
| 6 | Security. You believe the only worthy objective of war is to create peace and safety. Acutely aware of how the powerful threaten the vulnerable, you are vigilant and relentless in defending those you care for. |
Claircognizant Magic
1st-level Battlemind feature
You learn additional spells when you reach certain levels in this class, as shown on the Claircognizant 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination spell from the cleric, sorcerer, warlock, or wizard spell list.
Claircognizant Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | detect evil and good, hunter’s mark, battlemind's fortress, |
| 3rd | detect thoughts, mind spike, mage's sword, mind's rebound |
| 5th | clairvoyance, feedback curse, battlemind's chase, collateral barrier, impact shield |
| 7th | arcane eye, nightmare vortex |
| 9th | Rary’s telepathic bond |
Battlemind Proficiencies
1st-level Battlemind feature
You gain proficiency with shields, simple weapons, martial weapons, and your choice of one of the following skills: Arcana, Athletics, History, Insight, Investigation, Perception or Survival. When you reach 6th level as a sorcerer, you can choose another proficiency from this list.
Additionally, you can use your Charisma modifier for attack and damage rolls you make with weapons instead of Strength or Dexterity.
Martial Surge
1st-level Battlemind feature
At the beginning of battle, you instantly enter a focused state of combat awareness, allowing you to avoid harm and move with greater speed and precision. Whenever you are hit with an attack, you can use a reaction to gain resistance to the damage inflicted. You can do this a number of times equal to your proficiency modifier, and regain expended uses when you finish a long rest.
Additionally, you may add the Battlemind's Reflex cantrip to your spell list. This does not count against your number of cantrips known.
Claircognizant Sorcery
6th-level Battlemind feature
When you cast any spell of 1st level or higher from your Claircognizant Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components unless they have a listed cost or are consumed by the spell.
Additionally, you gain a subtle telepathic advantage on the battlefield. You can communicate telepathically with any creature you share a language with within 30 feet, and they can reply. As a reaction when a creature with which you
share a language rolls an attack against you, you can expend sorcery points to gain a +2 bonus to your AC against that attack for every 2 sorcery points you spend, gleaning their intentions through your telepathy.
Battle Mage
6th-level Battlemind feature
When you use the attack action on your turn, you can attack twice instead of once. Furthermore, you may use any weapon with with you are proficient as a spellcasting focus.
Additionally, you can use your Martial Surge reaction by expending 2 sorcery points when you have no remaining uses.
Tactical Prescience
14th-level Battlemind feature
You have trained your psychic talents into an uncanny ability to predict the dangers of the battlefield. You add your Charisma modifier to your ability checks for initiative. Whenever you would be hit by a successful attack roll, you can spend 2 sorcery points as a reaction to impose disadvantage on that attack roll, even if it already had advantage, possibly causing it to miss.
Psionic Battleform
18th-level Battlemind feature
Reaching the pinnacle of combat magic mastery, you can turn your very body into pure, magical force - difficult to hit and near impossible to survive. As an action on your turn, you can spend 5 sorcery points to enter a psionic battleform, gaining the following benefits:
- Your AC becomes 20. If was already equal to or higher than 20, it does not change.
- You gain a +2 bonus to hit, and all your weapon attacks deal force damage, plus an additional 2d6 force damage.
- Creature have disadvantage on attacks made against you.
- You can expend a sorcery point as an action while in this form to target a creature with a psionic overload. The creature makes an Intelligence saving throw against your Spell Save DC, suffering 3d10 force damage on a failed save, or half as much on a success. You can increase this damage by 1d10 for each additional sorcery point you spend, to a maximum of 5 (7d10).
The battleform lasts for 1 minute or until you end it as a bonus action. You cannot enter the battleform again until the end of a long rest.
Battlemind Proficiencies
You gain proficiency with shields, simple weapons, martial weapons, and your choice of one of the following skills: Arcana, Athletics, History, Insight, Investigation, Perception or Survival. When you reach 6th level as a sorcerer, you can choose another proficiency from this list.
Additionally, you can use your Charisma modifier for attack and damage rolls you make with weapons instead of Strength or Dexterity.
Arcana
You are proficient in Arcana.
Athletics
You are proficient in Athletics.
History
You are proficient in History.
Insight
You are proficient in Insight.
Investigation
You are proficient in Investigation.
Perception
You are proficient in Perception.
Survival
You are proficient in Survival.
Claircognizant Magic
You learn additional spells when you reach certain levels in this class, as shown on the Claircognizant 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination spell from the cleric, sorcerer, warlock, or wizard spell list.
Claircognizant Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | detect evil and good, hunter’s mark, battlemind's fortress, |
| 3rd | detect thoughts, mind spike, mage's sword, mind's rebound |
| 5th | clairvoyance, feedback curse, battlemind's chase, collateral barrier, impact shield |
| 7th | arcane eye, nightmare vortex |
| 9th | Rary’s telepathic bond |
Martial Surge
At the beginning of battle, you instantly enter a focused state of combat awareness, allowing you to avoid harm and move with greater speed and precision. Whenever you are hit with an attack, you can use a reaction to gain resistance to the damage inflicted. You can do this a number of times equal to your proficiency modifier, and regain expended uses when you finish a long rest.
Additionally, you may add the Battlemind's Reflex cantrip to your spell list. This does not count against your number of cantrips known.
Claircognizant Sorcery
When you cast any spell of 1st level or higher from your Claircognizant Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components unless they have a listed cost or are consumed by the spell.
Additionally, you gain a subtle telepathic advantage on the battlefield. You can communicate telepathically with any creature you share a language with within 30 feet, and they can reply. As a reaction when a creature with which you share a language rolls an attack against you, you can expend sorcery points to gain a +2 bonus to your AC against that attack for every 2 sorcery points you spend, gleaning their intentions through your telepathy.
Battle Mage
When you use the attack action on your turn, you can attack twice instead of once. Furthermore, you may use any weapon with with you are proficient as a spellcasting focus.
Additionally, you can use your Martial Surge reaction by expending 2 sorcery points when you have no remaining uses.
Tactical Prescience
By 14th level, you have trained your psychic talents into an uncanny ability to predict the dangers of the battlefield. You add your Charisma modifier to your ability checks for initiative. Whenever you would be damaged by a failed save, you can spend 2 sorcery points to roll again and add your Charisma modifier, taking the higher result.
Psionic Battleform
At 18th level, you've reache the pinnacle of combat magic mastery, and you can turn your very body into pure, magical force - difficult to hit and near impossible to survive. As an action on your turn, you can spend 5 sorcery points to enter a psionic battleform, gaining the following benefits:
- Your AC becomes 20. If was already equal to or higher than 20, it does not change.
- You gain a +2 bonus to hit, and all your weapon attacks deal force damage, plus an additional 2d6 force damage.
- Creature have disadvantage on attacks made against you.
- You can expend a sorcery point as an action while in this form to target a creature with a psionic overload. The creature makes an Intelligence saving throw against your Spell Save DC, suffering 3d10 force damage on a failed save, or half as much on a success. You can increase this damage by 1d10 for each additional sorcery point you spend, to a maximum of 5 (7d10).
The battleform lasts for 1 minute or until you end it as a bonus action. You cannot enter the battleform again until the end of a long rest.
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