Base Class: Ranger
While most rangers keep themselves in quiet rhythms of the world, the Lightning Lord channels the chaotic, vibrant storms that tear through the skies of the Feywild. Your power does not stem from a simple elemental storm, but from a mystical gift—perhaps a boon from a fickle Archfey of the Summer Court, or a spark absorbed while wandering through a region where the veil thin between worlds.
These rangers manifest the unpredictable nature of fey lightning: blinding flashes of violet and emerald sparks that dance across their weapons, and a crackling speed that defies gravity. To your enemies, you are a sudden, dazzling strike of thunderous beauty; to your allies, you are the untamed flash of inspiration that changes the tide of battle in an instant.
Level 3: Lightning Lord Magic
- 3rd Level: Thunderwave
- 5th Level: Shatter
- 9th Level: Lightning Bolt
- 13th Level: Storm Sphere
- 17th Level: Destructive Wave
Level 3: Volt Burst
Once per turn, when you hit a creature with a bow attack that deals lightning damage, you can force the target to make a Constitution saving throw against your spell save DC. On a failed save, the creature takes an extra 1d6 lightning damage and cannot take reactions until the start of its next turn. This extra damage increases to 1d8 when you reach 11th level in this class.
Level 3: Fey Blessing
- Elemental Resistance: You gain resistance to lightning damage.
- Storm Magic: You learn the Shocking Grasp cantrip. Wisdom is your spellcasting ability for it.
- Lightning Arrows: When you hit a creature with a weapon attack using a bow, you can change the attack's damage type to lightning damage instead of piercing.
Level 7: Lightning Ride
- Speed Increase: Your walking speed permanently increases by 15 feet.
- Tactical Teleport: When you use your bonus action to Dash, or when you cast a Ranger spell of 1st level or higher, you can immediately teleport up to 30 feet to a space you can see. When you teleport, roll 2d10 to deal some damage when laning on creatures.
Level 11: Static Connection
- Up to two other creatures of your choice within 15 feet of the original target must make a Dexterity saving throw against your spell save DC.
- A target takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
- You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 15: Tempest Avatar
- Flight: You gain a fly speed equal to your walking speed and can hover. (If able to fly add 15ft)
- Storm Immunity: You are immune to lightning and thunder damage.
- Localized Tempest: The ground within 20 feet of you becomes a localized storm zone. Enemy creatures that enter the area or start their turn there take 1d10 lightning damage as miniature bolts strike down around you.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 4th level or higher to activate it again.
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