The revised Arcane Brawler Sorcerer

Here’s the revised version of my Arcane Brawler subclass for Sorcerer. After some extensive revision, I’m hoping it provides some neat combat options. Any feedback is welcome, especially in relation to sorcery point costs! (Side Note: I will add more spellstrike options as time goes on, these are just to start!)

Your innate magic coalesces into raw power, and your fists crackle with arcane might. Arcane Brawler sorcerers might have come from backgrounds of abuse, and one day hit back harder than anyone thought possible. They might have developed protective shells against trauma that grew to manifest literally. They might have been raised as monks, and grown to find something very different inside. Whatever their path, Arcane Brawlers are massively powerful combatants with arcane fury crackling just below the surface.

Blazing Strikes

Starting at 1st level, your hands crackle with arcane energy. You are proficient in unarmed strikes, and you roll a d6 in place of the normal damage of your unarmed strikes. This die increases to a d8 at level 6, a d10 at level 11, and a d12 at level 16. Upon reaching 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 

Arcane Resilience

Starting at 1st level, you can draw on your inner font of magic to boost your resilience in battle. As a reaction when you are hit with an attack, you may expend 2 sorcery points to reduce the damage by an amount equal to twice your sorcerer level. 

Spellstrike

Starting at 6th level, your strikes can channel your spells through your hands into your enemies. Whenever you hit with an unarmed attack, you may spend a sorcery point to empower it, allowing you to use one of the options below. Additionally, your unarmed strikes now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Darkness Kick- Magical darkness expands outward from the point of impact to fill a 10-foot cube. See the darkness spell for rules on interaction. This darkness dissipates at the end of your next turn.

Devastating Uppercut (14th Level Required)- The target of the attack is considered to be affected by the reverse gravity spell until the end of your next turn.

Fireball Haymaker- The attack deals extra fire damage equal to 5d6 + half your sorcerer level. 

Freezing Palm (14th Level Required)- The target of the attack takes 6d8 extra cold damage, and must succeed on a Constitution saving throw against your spell save DC to avoid being paralyzed until the end of your next turn. A creature killed by this attack becomes a frozen statue until it thaws.

Lightning Bolt Hook- The attack deals 3d6 extra lightning damage to both the original target of the attack and any creatures in a 50-foot line behind the original target of the attack.

Slowing Strike- The target of the attack’s speed is halved, and it can use either an action or a bonus action, not both, on its next turn. 

Terrifying Strike- The target of the attack is considered frightened of you until the end of its next turn.

Sorcerous Force

Starting at 14th level, your inner magical strength begins to manifest itself physically. You gain the following benefits:

-Your jump distance is tripled.

-Your movement speed increases by 15 feet.

-When you hit with an unarmed strike, you may force the target to make a Constitution saving throw. On a fail, they are knocked backward a number of feet equal to 5 x half your sorcerer level. Once you use this feature, you must finish a short or long rest before you can use it again.

Explosive Impact

Starting at 18th level, you learn to strike with such power that a nova of arcane force expands outward from your hand. When you hit with a melee attack, you may expend 6 sorcery points to force every creature within a 60 foot sphere of the attack to make a Dexterity saving throw. A target takes 6d12 thunder damage on a failed save, or half as much damage on a successful one. Additionally, all nonmagical glass within a 200 foot circle of the attack is immediately shattered, and creatures within 10 feet of the attack are deafened for 1d4 turns