Base Class: Warlock
Lord Brizzax, the Spark Lord, is a mischievous elemental spirit of lightning, invention, and pure creative chaos. His followers are tinkerers, dreamers, and mad inventors who see destruction as a step toward creation. Brizzax delights in brilliance and disaster alike, whispering ideas that may ignite worlds — or burn them down.
Level 3: Chaotic Spark
You learn to channel and release your patron's capricious energy. When you deal lightning or fire damage, you can choose a creature that took damage from that spell. That creature must make a Strength saving throw (DC equal to your spellcasting ability) or be pushed 5 feet away from you (or pulled away from you, if you choose).
You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest
Level 6: Gnomish Overload
When you make a saving throw to resist the effects of a spell that causes lightning or fire damage, you can add your Charisma modifier to your roll.
In addition, you can channel elemental energy through yourself as a bonus action. Until the end of your next turn, all your lightning and fire spells are considered to be cast at the next higher spell level (up to a maximum of 5th level) without consuming a higher spell slot. However, you take 1d4 lightning damage per spell level of the spell cast (after it is successfully cast).
You can use this feature once per short or long rest.
Level 10: Master of Static
You gain resistance to lightning damage.
Additionally, when a creature within 10 feet of you hits you with a physical attack (melee attack), the creature takes lightning damage equal to your Charisma modifier (minimum 1) for touching your electrically charged body.
You have resistance to lightning damage and cause lightning damage to melee attackers within 10 feet.
Level 14: Spectacular Failure
If your hit points are reduced to 0, or you are incapacitated by a critical hit, you explode in an elemental fireworks display.
Every creature of your choice within 30 feet of you must make a Dexterity saving throw (DC equal to your spellcasting ability). On a failure, the creature takes 6d6 lightning damage and 6d6 fire damage and is paralyzed for 1 round. On a success, it takes half damage and is not paralyzed.
Once you have used this ability, you cannot use it again until you have taken a long rest.
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