Their backs to the fountain, the small group studied the square they were in, eyes flitting about the smoke and chaos for a way out of the area that now seemed to constrict around them. Guards filed in, the stomping cadence of their boots and rattling of their shields drowning out the rest of the night as a hulking man at their lead stepped forward slowly and purposefully. “I think it’s time we put an end to all this, eh?”
The hulking man spoke with a smile, but one devoid of warmth or kindness. A predator’s baring of teeth before the kill. “Besides, looks like you’ve just about run out of room.”
The small group parted as a woman stepped through. Her eyes shining the same fiery red as her short-cropped hair and she didn’t falter as she sneered at the man and his forces in turn. “No. I don’t think this is close to over. And don’t you worry about the room”, she growled.
“We plan on making our own.”
Born to Riot
The spark of revolution burns in your chest and keeps you battle-ready. At 1st level, you gain proficiency with shields, simple weapons, and martial weapons. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
To the Front
Starting at 1st level, you expel a wave of force that you can ride through the enemy’s ranks. As an action, each creature in a 15-foot cone originating from you must make a Strength saving throw. On a failure, the target creatures take 2d6 force damage and are pushed 10 feet away from you.
When you use this feature, you may spend 3 sorcery points. If you do, creatures who fail their saving throw are pushed back 15 feet and you may immediately move into the unoccupied space that one of the target creatures was pushed from. Doing so does not cost movement and does not provoke attacks of opportunity.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
At 6th level, you gain resistance to bludgeoning damage.
Additionally, when a creature attempts to grapple or move you, you may use your reaction to spend 2 sorcery points. If you do, the creature’s attempt fails. If the creature is size Large or smaller, they are also pushed 10 feet away from you in a direction of your choice.
Rise and Revolt
At 14th level, you’re able to use your spark to ignite a fire in your comrades that can overwhelm any obstacles. As a bonus action, you begin to emanate energy in an aura with a 30-foot radius. For the next 1 minute, when a nonhostile creature within your aura successfully hits a creature with a melee attack, the target creature must make a Strength saving throw against your spell save DC. On a failure, the target creature is pushed 10 feet back and knocked prone. On a successful save, the target creature is only pushed 10 feet back.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.
Starting at 18th level, you harness your full power to ensure your cause is not forgotten.
When you successfully push a creature, you may spend up to 8 sorcery points as a reaction. If you do, each creature that was pushed at least 10 feet by you this turn must make a Constitution saving throw. On a failure, they take 1d8 force damage for each sorcery point spent. On a success, they take half as much damage.
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