Sorcerous Origin: Battlemind

Battlemind

Battleminds are usually born with an uncanny knack for violence: armor feels like a second skin to them and weapons feel like natural extensions of their bodies. Sometimes - often due to traumatic or dangeorous experiences - a battlemind will snap, gaining full control of their hidden psionic talents. Snapped battleminds soon learn to harness the full power of their mind, using it to strengthen their bodies and enhance their martial prowess.

As a battlemind you possess a potent combination of psionic and physical skill, allowing you to use their magic to manipulate and overwhelm your foes even as your fighting skill lets you carve a swathe through enemy ranks. Let those who would stand against your might quiver in terror when you approach, for you are a battlemind and supremacy in combat is your birthright.

Bonus Proficiencies

At 1st level, you gain proficiency with shields, heavy armor and simple weapons.

Psionic Sorcery

When choosing cantrips at first level, you can choose to take psionic talents from the psionic talent list instead of cantrips.

Furthermore, a battlemind's powers come from his mental prowess. You use intelligence instead of charisma as your spellcasting modifier and any sorcerer features that refer to your charisma instead refer to your intelligence.

Battle Resilience

At 1st level, your psionic talents give you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Blurred Step

Starting at 6th level, your command of your psionic powers grows stronger, allowing you to harness it for your allies' protection.

As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Persistent Harrier

Starting at 14th level, when an enemy leaves your reach, regardless of whether or not you make an opportunity attack, you can spend sorcery points to move towards that enemy. You can move a number of feet equal to 15 times the amount of sorcery points used.

Indomitable Presence

Beginning at 18th level, when you use your Blurred Step to protect an ally, you can choose up to thee creatures to gain its benefits.

Credit: Kyounghwan Kim

"My mind is a far deadlier weapon than some ill-crafted bit of iron"