Base Class: Fighter
You study the teachings and magic of a group of desert-dwelling warriors that worshiped an Ancient Blue Dragon. You harness these powers to empower you and your weapons and debuff your enemies marking them for thunderous lightning strikes.
Lightning Imbuement
At 3rd level, once per short or long rest, you may touch one melee weapon without the heavy property to imbue it with a bolt of lightning. While you are wielding the weapon it gains the following benefits:
-The weapon becomes a +1 magic weapon and deals lightning damage in addition to its current damage type.
-The weapon gains reach and finesse if it does not already have them.
Electrical Enhancement
At 3rd level 2+ your proficiency bonus times per day you can use a bonus action to become empowered with arcs of lightning for 10 minutes and gain the following benefits:
-Your movement speed increases by 10 feet.
-When you hit a target with a lightning-imbued weapon while under this effect that target is electrified until the start of your next turn. Electrified targets are slowed by 10 feet.
-You may use your bonus action to raise your imbued weapon into the air to call down bolts of lightning that deal 1d8 lightning damage to all electrified enemies.
Arcs Unleashed
At 7th level, you gain the ability to extend your weapon's range further with lightning arcs. Once per turn when you take the attack action on your turn with a weapon you imbued with lightning you can change one of your attacks into either a 20-foot cone or a 30-foot line originating from your space. This attack counts as a single melee weapon attack against all targets in the area.
Amperage Scaling
At 10th level your training with the blue dragon's electrical power causes your lighting to pack more of a punch, giving you the following benefits:
-All of your lightning-imbued weapons are now +2 magic weapons while you are wielding them if they are not already +2 or higher magic weapons.
-Your movement speed while under the effect of Electrical Enhancement is increased by an additional 10 feet
-Electrified enemies are slowed by an additional 10 feet, take an additional 1d8 damage from the bonus action bolt of lightning and lose any resistance to lightning damage
Thunderous Entrance/Exit
At 15th level, proficiency bonus times per day, you may use an action to teleport up to 60 feet to an unoccupied space. Chose one point at the start or end of the teleport. In a 10-foot radius around that point, all creatures of your choice must succeed a DC 18 dexterity saving throw or take 3d8 lightning damage and become electrified until the start of your next turn. On a successful save, they only take half damage but are still electrified.
Lightning Surge
At 18th level once per turn for a minute after you use your Action Surge you may paralyze one electrified target until the end of your next turn.
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Posted Jun 17, 2023Creator Notes: The idea for this class came from Star Wars Force Unleashed 2. The lightning slash combo in that game I always thought was cool so I decided that an AOE-focused fighter striking enemies with lightning would work best.
For the level 3 abilities I took inspiration from dark souls weapon and body buffs. I also thought adding weapon features as part of the buff was unique although I have not read all the subclasses in the game so idk.
The level 7 feature is how I implemented the lightning slash (or stab if you go for the 30 ft line). It is only once per turn so you can't hit 3 enemies twice in a row on an action surge but I think its rather strong (maybe too strong) with its ability to proc electrified on all targets hit meaning an AOE slow and bonus damage afterward as one of your 2 attacks in a turn.
The level 15 ability I went back and forth on for a while. I am not entirely sure it is that strong. Take into consideration that wizards have 8th-level spells at this point.
The 18th-level ability might just be too strong (I would definitely like feedback on this). Its 18th level so there are 9th level spells but twice a day being able to, as long as you hit an enemy be able to paralyze every turn for 10 turns with no save could definitely be a bit much. Maybe I should ad a high dc save but I'm not sure.
Anyways if you have any feedback let me know.
Edit: Also The level 3 ability should have something like the level 10 ability where if you imbue a weapon that is higher than +1 it does not get lowered to +1 and instead keeps its current + to hit and damage