Fighter
Base Class: Fighter

A mysterious and merciless warrior of the Primordial Church, the Lightning Skirmisher has mastered the art of channeling chaos to wreath their being with powerful lightning. Using this effectively is the nature of battle for these skirmishers, as they charge into combat with drastic speed, neutralizing incoming damage and wielding it with reckless abandon. 

Lightning Rod

Starting at 3rd level, you are adept in neutralizing elemental threats around you. As a reaction any time you suffer fire, cold, lightning, acid or thunder damage you can expend a use of this feature to reduce the damage by 1d10.

You have a number of uses equal to your Proficiency Bonus per short rest. At the 10th level in this class, it increases to 2d10, and at the 18th it increases to 3d10. 

Galvanic Burst

Starting at 3rd level, you have a number of inert galvanic charges equal to your Proficiency Bonus. Immediately after you use your lightning rod ability you activate one charge. When you successfully hit with a melee attack roll you can expend your galvanic charge to add 1d10 lightning damage to the damage roll. At the start of every short or long rest you have one active charge of this ability.

At 10th level in this class it increases to 2d10 and at 18th it increases to 3d10.

Flash Point

Starting at 7th level, you can channel the very speed of lightning through your being. As a bonus action, you can move an additional 10ft multiplied by your proficiency bonus. When you do this, all hostile creatures within 30ft of the point of origin must make a DC12+PB Constitution saving throw or be blinded until the end of their next turn. You can use this feature a number of times equal to your Constitution Modifier.

In addition, you can now add your Constitution modifier to your Dexterity saving throws.

Static Chain

Starting at 10th level, when using a galvanic burst, the damage can now jump to an additional 3 creatures of your choice within 30ft. A target can be a creature or an object and can be targeted by only one of the bolts. This only pertains to the lightning damage and you do not need to roll to hit for this effect. 

In addition, you gain 2 charges of galvanic burst per short or long rest.

Overcharged

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn, one of the attacks you make can be a powerful explosion of lightning energy. Each creature within a 15ft radius sphere around you must make a DC12+PB dexterity saving throw. On a failed save, they take 6d10 lightning damage. On a success, they take half damage. 

Using this attack will expend two charges of your galvanic burst. In addition, you now gain a total of 3 charges of galvanic burst per short or long rest.  

Grounded Conduit

Starting at 18th level, your elemental prowess has allowed you to stave off damage to a more significant degree, now being unable to be harmed by the lightning wielded by others. You gain immunity to lightning damage and once per short or long rest, you can take no damage when using your lightning rod ability.

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