Sorcerer
Base Class: Sorcerer

"The air doesn't just grow cold before a storm; it grows heavy. It hums. Most people run from that feeling. I wallow in it."
— Thalor Voltair, Electric Sorcerer

Your soul is a living capacitor, tethered to the raw, kinetic energy that binds the planes together. This power might have been sparked by a brush with a Blue Dragon’s breath, a planar convergence during a great tempest, or an ancestral tie to the Elemental Plane of Air.

Unlike other sorcerers who merely shape the elements, you are the circuit that conducts them. You don't just cast spells; you facilitate a violent discharge of potential energy. You sense the world through the electromagnetic pulses of living hearts, move with a speed that defies the eye, and eventually achieve such total mastery that you can strip the elemental properties from your lightning, converting it into raw, irresistible force.

Level 3: Lightning Weaver

You become Resistant to Lightning damage and learn the Shocking Grasp cantrip and Scorching Ray spell, which you always have prepared. The versions of these spells that you learn are enhanced, as follows:

  • Shocking Blast: Shocking Grasp gains a range of 60 feet, and upon hitting a creature with it, you can use your Reaction to generate a discharge of static electricity centered on the target which deals an equal amount of Lightning damage to creatures of your choice within 5-feet of the initial target.
  • Arc Lightning: For you, Scorching Ray deals Lightning damage instead of Fire. You can also cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the level you cast it at. When you cast it using Sorcery Points, you gain Temporary Hit Points equal to your Charisma modifier for each ray that hits a target. 

Level 3: Electroreception

Your body naturally senses the flow of electrons and electromagnetic fields around you. You gain Blindsight out to a range of 10 feet plus a number of feet equal to your Sorcerer level. The range of the Blindsight provided by this feature doubles while your Innate Sorcery feature is active.

Level 6: Lightning Adept

You always have the Call Lightning and Lightning Bolt spells prepared and they count as Sorcerer spells for you. The versions of these spells that you learn are enhanced, as follows:

  • Lightning Storm: While concentrating on Call Lightning, you can use a Bonus Action and spend 1 Sorcery Point to call down an additional bolt from the storm. On your turn, you can also move the storm cloud up to 20 feet (no action required). While your Innate Sorcery feature is active, the damage radius of Call Lightning increases from 5-feet to 10-feet from the point of impact.
  • Shocking Bolt: When you deal damage to a creature with Lightning Bolt, it must succeed on a Constitution Saving Throw or its Speed is reduced to 0 and it can't take Reactions until the start of your next turn. If it fails this saving throw while your Innate Sorcery feature is active, it also becomes Vulnerable to Lightning damage until the start of your next turn. 

While your Innate Sorcery feature is active, you gain the following additional benefits:

  • Electromotive Surge: Your Speed increases by 10 feet.
  • Volt Charge: When a spell that you cast deals Lightning damage, you gain Temporary Hit Points equal to twice your Charisma modifier.
  • Overcharge: When a spell that you cast deals Lightning damage, you can add 1d4 to the damage rolls of that spell. 

Level 14: Shocking Step

As a Bonus Action, you can spend 1 or more Sorcery Points to teleport to an unoccupied space you can see. You teleport up to 15 feet for every Sorcery Point spent. Upon activating this feature, you may also generate a static field which explodes at either your origin and your destination (your choice, no action required). Each creature within 5-feet of the chosen location must make a Dexterity Saving Throw, taking 1d10 Lightning damage per Sorcery Point spent on a failure, or half as much on a success. While your Innate Sorcery feature is active, the static field blast radius increases to 10-feet and you may also activate this ability as a Reaction in response to taking damage.

Level 18: Lightning Master

Your control over electromagnetic energy is so absolute you can strip the elemental properties from your lightning spells and bend them to your will. You always have the Chain Lightning spell prepared and can cast it without using a spell slot. After casting Chain Lightning this way, you cannot do so again until you complete a Long Rest, unless you expend 6 Sorcery Points to restore your use of this feature.

While your Innate Sorcery feature is active, you also gain the following benefits:

  • Cascading Ionization: When you cast Chain Lightning, an additional bolt can leap from each secondary target to a tertiary target of your choice. These tertiary bolts can each strike a different target of your choice within 30 feet of the target of the secondary bolt they originate from. A creature or an object can also be the target of up to two bolts from a single casting of Chain Lightning.
  • Force Lightning: When you cast Shocking Grasp, Scorching Ray, Call Lightning, Lightning Bolt, or Chain Lightning, you can choose to change the spell's damage type to Force for that casting. When a creature that is large or smaller receives Force damage from one of your castings of these spells, you can move it to an unoccupied space up to 10 feet away from you and knock it Prone.

 

Electric Sorcery Image

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