Base Class: Sorcerer
A sorcerer subclass that specializes in close range combat, allowing sorcerers to engage on the front line with the martial classes while still maintaining the versatility of other sorcerer origins.
Battle Hardened
At first level, training has improved your physicality and combat abilities. Your maximum hit points improve by 2, and 2 again whenever you gain a level in this class. In addition, you become proficient with light armor and may choose to change the range property of a spell or cantrip to touch.
Witch Surge
Starting at 6th level, you become able to harness the residual energy of your spells to push yourself beyond your normal limits for a moment. Once per turn, when you cast a spell of at least 1st level with a casting time of 1 action, you may spend a Sorcery point to take a Dodge, Dash, Disengage, Hide, or Use an Object action.
Tactical Control
Beginning at 14th level, you learn to better shape and control your spells, molding them to the battlefield. When casting a spell that affects a line, cone, or sphere, you may use a bonus action to do one of the following:
- Change a line into a cone with half the range or a sphere with equal range but a quarter of the radius.
- Change a cone into a line with double the range or a sphere with equal range but a third of the radius.
- Change a sphere into a line with five times the range or a cone with three times the range.
Unroutable
A proper battlefield witch is never dissuaded from their duty. When you reach 18th level, whenever you're targeted by an attack or effect that would cause the Charmed, Frightened, Prone, or Restrained conditions, you have advantage on the saving throw or ability check against it. By spending a sorcery point, you may also gain advantage for a round to saves and checks against effects that would cause the Blinded, Deafened, Grappled, Paralyzed, and Stunned conditions.
Comments