Base Class: Rogue
Since youth, some tricksters show signs of a natural electricity within them. Whether they are quick to strike, or simply jittery in nature, a spark of power is evident in some from their humble beginnings. This electricity eventually reveals itself physically, with these tricksters managing to harness what lies within to assist in their plots. While it's always shocking to be the victim of a crime, an unlucky few can claim that their attackers gave them a literal shock.
Stormdancers are individuals who've learned that sometimes, to get away with a scheme, they'll need to handle multiple obstacles at once. Using a mischievous electric power within them, they strike foes as a collective, rather than just as individuals.
Static Touch
3rd-level Stormdancer feature
The apparent electricity of your soul empowers you.
You learn the Shocking Grasp cantrip, which can be cast at will, without components, using CON as your spell ability modifier.
Electric Empowerment
3rd-level Stormdancer feature
You learn to empower your weapon with your electrical energy, potentially catching more opponents in your line of fire.
Using Sneak Attack allows you to do the following:
Electric Infusion. You may choose to make the sneak attack's damage type lightning, rather than using the usual damage type.
Chain Lightning. Whenever your Sneak Attack deals lightning damage, the target of the attack becomes Ionized. When a target becomes Ionized, rather than spending all of your sneak attack damage dice on them, you can choose to use at least 1 die instead. If there are still damage dice remaining after damaging an Ionized target, you can choose new targets within 10 feet of the currently Ionized target to become Ionized. This range increases by 5 feet at levels 9, 13, and 17.
Conductive Leap
9th-level Stormdancer feature
Your electrical power becomes a much stronger part of you, and as such, you may become part of it.
For a number of times equal to your proficiency bonus, per long rest you learn to transform into an electrical arc, traveling as a bolt of lightning.
Whenever you use the Chain Lightning ability from your Electrical Empowerment ability, you may use a bonus action to teleport to an unoccupied space within 5 feet of any Ionized target.
At your DM's discretion, you may also use this feature as a bonus action to travel no more than 30 feet along or through a conductive surface, such as copper wire or a steel wall. If you are inside of an occupied space when you run out of movement, or when your turn ends, you are forced to the nearest unoccupied space, taking a d10 of force damage for every 5 feet away you were from that space.
Lightning Strike
13th-level Stormdancer feature
Your experience with electrical powers reaches new heights, now allowing you to strike from afar.
Once per short rest, you may cast the Lightning Bolt spell at 3rd level, using CON as your spellcasting modifier. You may apply your sneak attack to any one target that fails the spell's saving throw.
Master of the Storm
17th-level Stormdancer feature
Your electric soul has reached its full potential. Dealing lightning damage ignores resistances, and you become resistant to lightning damage, and additionally, you are granted the following ability:
Stunning Shock. When you deal lightning damage to at least one creature on a turn, you can force each of these creatures to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). If the save fails, the targets are stunned until the end of your next turn.
When you use this ability at least once on a turn, you can’t do so again until you finish a long rest.
Comments