Base Class: Wizard
A long tradition of the Lightningstrider family, a True Lightning Strider becomes one with the forces of nature itself.
Arcane Warrior
When you choose this school at second level, you gain proficiency with Light Armor. You also gain proficiency with one melee weapon that does not have the heavy feature. You can use your Intelligence modifier for attack and damage rolls.
Melee Weapon
Gain proficiency with a one-handed melee weapon of your choice that does not have the Heavy tag. This weapon uses your Intelligence for Attack and Damage rolls
Arc Charges
When you choose this option at second level, you gain a number of arc charges equal to your Wizard level. As an action, you can activate any number of available charges that act as a ward. The ward has maximum hitpoints equal to twice your Wizard level + your Intelligence modifier. When this ward is reduced to 0 hit points, any remaining damage carries over to you. When reduced to 0 hit points, the magic of your ward remains for 8 hours. When you cast a spell that deals Lightning damage, you can choose to restore a charge per level of the spell cast. Charges regained this way cannot exceed your current maximum.
Arcane Smite
Beginning at 6th level, you are able to infuse your melee weapon attacks with Lightning.
Once per turn, when you hit with a melee attack, you can choose to expend a number of Arc Charges that do not exceed your Intelligence Modifer. Each Charge expended does an additional 1d8 Lightning damage. This damage increases to 1d10 at 10th level and 1d12 at 14th level.
The creature must then make a Constitution Saving throw. On a failure, the affected creature is stunned until the start of your next turn.
Lightning Surge
Beginning at 10th level, you become so infused with Lightning that it arcs off of your blade.
When you make a melee weapon attack that targets one creature, you can choose to expend 3 of your Arc Charges to have lightning jump to an additional creature within 30 feet. The target must make a Dexterity Save against your spell DC. On a failure, the target takes 2d10 Lightning Damage, or half damage on a success. A creature wearing metal armor, or whose composition is metal (such as constructs) has disadvantage on the save.
Lightning Strider
Beginning at 14th level, you can chennel the power of raw lightning. As an action, you can expend 7 of your Arc Charges . Your eyes glow blue and you shed light in a 30 foot radius. Any creature that starts its turn within 10 feet of you takes Lightning Damage equal to half of your wizard level (rounded down).
While in this form, you can use your action to send Lightning in a line that is 60 feet long and 5 feet wide. Each creature in this line must make a Dexterity Saving throw against your spell DC, taking 8d8 on a failed save or half damage on a success.
While in this form, you can't cast spells of 3rd level or higher, and cannot cast spells that require concentration.
As a bonus action while in this form, you can teleport up to 30 feet to an unoccupied space that you can see.
This form lasts for 1 minute or until you are unconscious. You regain the ability to take this form after a long rest.
You become immune to Lightning damage.
Previous Versions
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