Base Class: Rogue
You’ve always been quick but, whether by the will of the gods or just blind luck, your speed has connected you to the primal essence of the storm: lightning. As a Bolt Bounder, you’re capable of generating and manipulating electricity through your body, granting you a wide range of effects you can use to you’re advantage.
Level 3: Lightning Fingers
At 3rd level, you are able to use the latent electricity within your body to shock your foes.
Static Hands. You gain the ability to cast (Shocking Grasp) using your Dexterity as your spellcasting modifier. It benefits from sneak attack.
Fast Follow-up. If (Shocking Grasp) is used as a sneak attack, you may as a bonus action make a melee or ranged weapon attack against a separate target.
Level 3: Electric Body
Your body has been altered by the electricity within you.
Like A Bolt. Your speed increases by 10. This happens again at 9th, 13th, and 17th level.
Lightning Resistance. You become resistant to lightning damage.
Level 9: Flash Step
You gain the ability to teleport up to 10 feet as a bonus action. You may do this a number of times equal to your Dexterity modifier before a long rest.
Level 13: Overcharge
The electricity coursing through your veins has swelled to insurmountable heights. Once per long rest, you may use an action to enter the Overcharge state for 1 minute, gaining the following abilities:
Untouchable. You gain a +5 to AC but have disadvantage on Dexterity (Stealth) checks.
Bound. Your Flash Step distance increases to 20 feet.
Discharge. As a bonus action or as part of your Uncanny Dodge reaction, you may choose to force all creatures within a 5 foot radius to make a Dexterity saving throw against your spell save DC or take 5d12 lightning damage. On a successful save, they only take half damage. Doing this will prematurely end Overcharge state.
Once Overcharge ends, you gain a point of exhaustion and are stunned for 1 round.
Level 17: Electric Physiology
You are immune to lightning damage.
Whenever you deal lightning damage, targets hit must make a Constitution saving throw against your spell save DC. On a successful save, nothing happens. On a failed save, the target is paralyzed until the end of your next turn. You may do this a number of times equal to your Proficiency Bonus after a long rest.
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