Fighter
Base Class: Fighter

Embarr is the domain of the Avatar of Lightning, her kingdom made through her own sheer willpower across her many, many reigns as leader. Thus, Shogun Makoto trains many of her warriors to fight alongside her lightning, and enforce her will. Some of these warriors are the Bolt Senshi, warriors light in weight, who not only fight alongside their Shogun's lightning, but also use it to heal their allies at the sacrifice of their own health. Bolt Senshi are considered some of the most altruistic warriors in Taumcrest.

Thunderbolt Strike

Beginning when you choose this archetype at 3rd level, you can cause your weapon to light up in lightning. As part of making a weapon attack, you can choose to deal additional lightning damage equal to twice your proficiency bonus, and you recover hit points equal to the damage you deal. You can use this feature a number of times per day equal to your dexterity modifier (a minimum of once), and regain all uses of this feature on a short or a long rest. 

The recovery granted by this feature increases to double the damage you deal at 10th level, and to triple the damage you deal at 15th level.

Sanctifying Ring

Additionally at 3rd level, you can strike yourself, sacrificing your own vitality to heal your allies. As a bonus action, you can take damage equal to a roll of your second wind (which cannot be reduced in any way), and then chose a number of creatures equal to your dexterity modifier (a minimum of 2). You gain a pool of hit points equal to twice the damage you dealt to yourself, and can split that pool however you desire between the creatures you chose. Any remaining hit points in the pool are given to yourself as temporary hit points, though only up to twice your proficiency bonus, and the rest are lost. You can use this feature a number of times per day equal to twice your proficiency bonus, and regain expended uses on a short or long rest. 

When you reach 7th level, you additionally power your allies with lightning. When you use your Sanctifying Ring to heal a creature, that creature's next attack deals an additional 2d6 lightning damage. This damage increases to 2d8 at 10th level, 2d10 at 15th level, and 4d10 at 18th level. 

Fukkatsu Jumpstart Technique

Starting at 7th level, you can send a jolt of lightning into a dead creature to jumpstart their body back to life. You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. Upon doing so, you take lightning damage equal to a roll of your hit die. You can use this feature three times, regaining expended uses on a long rest.

Inazuma o Oku (Lay the Lightning)

At 10th level, you can strike a seal of lightning down upon the ground, which expunges electricity every which way. Replacing one of your attacks once per turn, you can create a 20-foot sphere of lightning, centered on yourself. This sphere lasts for 1 minute, and does not move with you. When the sphere is created, any creatures inside must make a dexterity saving throw (DC = 8 + your dexterity modifier + your proficiency bonus), taking 6d6 lightning damage on a failure, or half as much on a success. This sphere becomes difficult terrain, and any creature who ends their turn inside takes 3d6 lightning damage and has its speed reduced by 10 feet until the end of its next turn.

You, and any other creatures you designate, are excluded from the negative effects of this sphere. You can use this feature 3 times, and regain expended uses on a long rest.

Additionally, when you use your Sanctifying Ring, the hit points you restore increases to three times the damage you deal to yourself.

Ekisupāto Meisō

Starting at 15th level, when you take a short or a long rest, you can focus yourself to meditate and sharpen your mental systems, leaving you more able to fight. At the end of a short or long rest, you may choose a Mental Focus. You may only have one Mental Focus active at any time, but may swap out your currently used one when you complete a short or long rest.

Mental Focuses-

Evasive Tactics. You have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Constitution modifier (minimum of 1).
Sacrificial Soul. 
When you use your Sanctifying Ring, you can expend a number of hit dice equal to your proficiency bonus, and roll all of them. The total is added to the damage you deal to yourself, as well as how much you heal.
Steel Skeleton. You gain resistance to bludgeoning, slashing, and piercing damage.
Supportive. Creatures of your choice within 10 feet of you reduce any damage dealt to them by an amount equal to your constitution modifier + your dexterity modifier + your proficiency bonus.
Thunderbolt Chain. When you deal damage with your Thunderbolt Strike, all creatures of your choice within 5 feet of the target creature take the additional lightning damage.

Additionally, when you use your Sanctifying Ring, the hit points you restore increases to four times the damage you deal to yourself.

To Ward Weakness

At 18th level, you have mastered your powers over lightning and recovery. When you use your Sanctifying Ring on a creature, they are healed of the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and stunned conditions. 

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