Base Class: Fighter
The Shock Trooper is a soldier trained to rush into combat and attack the enemy before they are ready, with electrifying blows to zap the enemy and adrenal rushes allowing them to fight on at the brink of death. They often charge into combat with lightning speed before their enemy is ready, opening holes for their comrades to break through, overwhelming their enemy and breaking morale.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival. Alternatively, you learn one language of your choice.
Lightning Rush
You can channel electricity into your legs, allowing you to dash ahead, leaving a trail of sparks in your wake. As an action or bonus action, you can dash 10 feet + your base walking speed, and leave a trail of sparks behind you. These sparks last for 3 rounds, and damage any creature that moves through them for 1d8 lightning damage.
Storm Surge
You can feel lightning course through you as you fight, rushing out of you to strike your enemies with every blow you land. Whenever you Action Surge, you can add an additional 2d8 +6 lightning damage to your attacks, once per attack. After using this ability, you must take a long rest to use it again.
Shock Trooper Training
Due to your training as a shock trooper, you are adept in attacking before the enemy can react. You gain a +2 to initiative.
Electric Aura
Electricity is now surrounding your body in a constant aura of lightning just off your skin, lightning the dark and allowing you to zap people. You emit a faint light in a 30 ft radius around you. Additionally, when a creature makes skin contact with you, they take 1d6 lightning damage, and when you grapple a creature, it takes 2d6 lightning damage. You also gain resistance to lightning damage.
Lightning Rod
You’ve learned to draw all the lightning coursing through your body into one limb or a single weapon, making a bright and electrifying aura around that one area. As an action or bonus action, you can draw all the lightning in your body to one limb or weapon. The limb or weapon chosen emits a bright light in a 30 ft radius around it, and a dim light for a further 30 ft. If a creature makes contact with the limb they take 6d8 + 12 lightning damage, and if a weapon is imbued with the lightning, it deals 4d8 + 10 lightning damage. This effect lasts for 3 rounds, and during this time, any skin contact a creature makes with you does not deal 1d6 lightning damage, and your grapples do not deal 2d6 lightning damage. After 3 rounds, the electricity spreads back out, and you can take a bonus action or action to concentrate it again.
Lightning Blast
You can focus to shoot a burst of lightning out of you towards a target, shooting a concentrated blast of lightning towards them. This target must roll a DC 14 dexterity saving throw or take 12d8 + dex modifier lightning damage, or half as much damage on a successful save.
Electric Veil
The electricity coming off your skin has become a constant web of lightning, like an armor of energy around you. You radiate a bright light in a 30 ft radius around you. All your previous abilities from this subclass that deal damage have their damage increased by 4d8. When a creature makes a melee attack against you, they take 5d12 Lightning damage. When you use the Lightning Rod ability, you no longer lose lightning damage from grappling and skin contact as well. Any creature within 5 feet of you must make a DC 14 dexterity saving throw or take 5d8 Lightning Damage, or half as much on a successful save.
Voltage Spear
You form some of your electricity into an electrical spear to use as a weapon. To create this weapon, you must use an action or bonus action. This weapon can be used to make a melee attack for 4d8 piercing and lightning damage, and can be used to make a ranged attack for 4d10 lightning and piercing damage. Once thrown, even if the spear has become stuck in a creature, it vanishes and the electricity returns to you.
Galvanic Charge
You cloak yourself in electricity and dash towards a creature, slamming into them with tremendous force. As an action or bonus action, you can dash 20 feet + your base walking speed. If there is a creature in the path of your dash, they must make a DC 15 strength saving throw, or be pushed back by the charge and take 5d8 force damage and 5d8 lightning damage. On a successful save, a creature is not moved and takes half damage. If there is more than one creature in the path of the dash, each creature must make a saving throw. This ability replaces Lightning Rush.
Comments