Base Class: Sorcerer
Electromancers are people who choose to follow the stimulating power of electricity. They probably casted their very first lighting spell and couldn't get away from the amazing feeling of power you feel upon doing so. Like the name suggests, this subclass primarily focuses on electricity and lightning.
Overcharge
Starting at 1st level, you can add your Charisma modifier to the damage of any attack or spell that deals lightning
damage.
You can also supply power to a single small electronic device until the start of you next turn, such as a flashlight, as your bonus action.
Magnetic repulsion
Beginning at 6th level, when you cast a spell of 1st level or higher that deals lightning damage, you can expend 1 sorcery point and impose disadvantage on the next melee -or ranged attack made against you before the start of your next turn.
High Voltage
At 14th level, your lightning disrupts the movement of those it damages. When you deal lightning damage to a creature, it cannot take reactions until the start of its next turn.
Conduit
Starting at 14th level, you gain immunity to lightning damage. Additionally, whenever you succeed on a saving throw to resist taking lightning damage, you can expend your reaction conduct the effect. You can subject a different creature within 30 feet to the same saving throw. If the creature fails, it suffers the effects of the failed saving throw as if it were the original target.
Once you use this feature to conduct an effect, you must complete a long rest before you may use it again to conduct an effect.
Low Resistance
Beginning at 18th level, when a creature reduces any lightning damage dealt by you as part of immunity or resistance, it loses its immunity or resistance to lightning damage for the next minute.
Whenever you cast a lightning spell that affects a designated area (such as a line or cone), you can add a 10- foot cube or 25-foot line to the affected area. This additional area must be adjacent to the original area.
Previous Versions
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5/4/2024 7:12:15 PM
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