Base Class: Wizard
Through your studies within the school of Evocation, you seek mastery over a particular element. Lightning, electricity. You seek to charge yourself in a manner that pushes you beyond that of your standard Evocation mage.
Clear Cut Focus
Beginning when you select this school at 2nd level, you neglected many of your studies regarding other Evocation based spells. The gold and time you must spend to copy an evocation spell into your spellbook is reduced by 75%, rounding up. Spells that deal lightning damage are able to be added for free.
Electric Personality
- You gain the shocking grasp cantrip if you do not already have it. (You can use the cantrip as a bonus action, but expose yourself to opportunity attacks as a result.)
Rising Surge. All spells that deal lightning damage gain a slight boost due to your skill with them. This is equal to 1d4 + your Intelligence modifier. (The damage increases to 1d6 at 6th-level, 1d8 at 10th, and 1d10 at 14th).
Take Charge
Your skill with shocking grasp and electricity spells improves vastly.
- When using shocking grasp, roll an additional d20. On a 12 or higher, the target must make a Constitution saving throw against your spell save DC, or be stunned until the start of your next turn.
- You gain the lightning bolt spell if you do not already have it.
Your body also becomes naturally charged with your own, arcane infused lightning. This can benefit you through the following options, varied on your play style:
- Adept Electromancer. You can cast this spell without expending a spellslot an amount of times equal to half your Intelligence modifier. All uses are regained at the end of a long rest. (This improves to an amount of times equal to your entire Intelligence modifier, with uses regained on a short rest at 10th-level).
- Infuse Charge. You are able to touch an item of your choosing and fuel it with your arcane electricity. The item must have more than one charge, and have expended charges prior to taking this action (Minimum of one charge expended). Roll 1d4, and that is the amount of charges the item regains. You get all uses of this ability back on a long rest. (Your charge die increases to 1d6 at 10th-level, and 1d8 at 14th-level.)
- Lightning Rebuke. Whenever you are hit by an attack, you expel hostile volts of electricity towards the target equal to half your wizard level. Alternatively, you can cast the spell lightning bolt as a reaction (once per short rest). Doing this does not cost you a spellslot. Additionally, if the target was within 5ft of you, they roll their Dexterity saving throw with disadvantage.
Adept Electromancer
You can cast the spell lightning bolt without expending a spellslot an amount of times equal to half your Intelligence modifier. All uses are regained at the end of a long rest. (This improves to an amount of times equal to your entire Intelligence modifier, with uses regained on a short rest at 10th-level).
Infuse Charge
You are able to touch an item of your choosing and fuel it with your arcane electricity. The item must have more than one charge, and have expended charges prior to taking this action (Minimum of one charge expended). Roll 1d4, and that is the amount of charges the item regains. You get all uses of this ability back on a long rest. (Your charge die increases to 1d6 at 10th-level, and 1d8 at 14th-level.)
Lightning Rebuke
Whenever you are hit by an attack, you expel hostile volts of electricity towards the target equal to half your wizard level. Alternatively, you can cast the spell lightning bolt as a reaction (once per short rest). Doing this does not cost you a spellslot. Additionally, if the target was within 5ft of you, they roll their Dexterity saving throw with disadvantage.
Electrical Prowess
Your mastery over the electrical focused of the arcane arts grows even more potent. You gain resistance to lightning damage.
Overcharged
Starting at 14th level, you can choose from a few abilities you have perfected in your mastery of Electromancy. (You gain one more of these abilities at 17th, and 20th-level.)
- Redirect Lightning. Whenever an attack that deals lighting damage is launched your way, you can use your reaction to make an attempt at redirecting it. Make a Constitution saving throw against the casters spell save DC (You can add half your proficiency bonus to this save). On a success, make a ranged attack against a target of your choosing. If the attack hits, you cast return the initial damage the spell was going to deal, acting as if you rolled two critical hits in a row (multiplying the damage dice by three). On a miss, the target takes no damage. You gain an amount of uses of this ability equal to your Constitution modifier. (All uses regained with a long rest.)
- Absorb Electricity. Whenever any spell that deals lightning damage hits you, make a Constitution saving throw against the casters spell save DC. On a success, you take none of the damage. Additionally, if anyone hits you with a melee attack, they must make a Dexterity saving throw against your spell save DC or take 2d8 + your Intelligence modifier in lighting damage. Along with that, all your lightning spells deal bonus lightning damage equal to your Intelligence modifier. On a failed save, you take full damage (ignoring resistance). This effect lasts an amount of rounds equal to your Intelligence modifier. You can use this ability an amount of times equal to your Constitution modifier, with all uses regained at the end of a short rest.
- Lighting-Fast Reflexes. Your movement speed increases by 25 ft. Additionally, whenever you have to roll a Dexterity saving throw, you can add your Intelligence modifier to your saving throw. If you fail the save, you can reduce the amount of damage you take equal to twice your Dexterity modifier + your Wizard level. You can use this ability an amount of times equal to your Intelligence modifier, with all uses regained at the end of a short rest.
- Infuse Greater Charge. Your are capable of even infusing non lightning based spells with electrical potency. If a spell were to deal any other damage type, you can alter it to instead deal lightning damage. You can use this ability an amount of times equal to your Intelligence modifier, with all uses regained at the end of a short rest.
- Shocking Gaze. In order to cast Shocking Grasp, your target merely has to be within line of sight, though its range maxes out at 60 ft. It is also able to be cast as a reaction now, so long as your target is within 15 ft. of you.
- Electromagnetic Shielding. You suffuse yourself with a field of nearly invisible, electrical arcane energy. You gain permanent +2 bonus to your AC. All constructs have disadvantage when using melee attacks against you. Additionally, if an attack is made against you with a melee weapon composed of metal, you can use your reaction to draw it into your grasp or around you. The attacker must make a Strength saving throw against your spell save DC. You can use this ability an amount of times equal to your Intelligence modifier (Minimum of 1). All uses are regained at the end of a short rest.
- Lighting Rod. Whenever a lightning based spell is cast that requires a saving throw, you can use your reaction to make the lightning only target yourself. Make a Constitution saving throw against the casters spell save DC. On a success, you gain 2d6 + your Intelligence modifier in temporary hitpoints, and whatever spellslot the caster used for the spell. On a failed save, you take half damage (ignoring resistance).
Absorb Electricity
Whenever any spell that deals lightning damage hits you, make a Constitution saving throw against the casters spell save DC.
On a success, you take none of the damage. Additionally, if anyone hits you with a melee attack, they must make a Dexterity saving throw against your spell save DC or take 2d8 + your Intelligence modifier in lighting damage. Along with that, all your lightning spells deal bonus lightning damage equal to your Intelligence modifier. On a failed save, you take full damage (ignoring resistance). This effect lasts an amount of rounds equal to your Intelligence modifier. You can use this ability an amount of times equal to your Constitution modifier, with all uses regained at the end of a short rest.
Electromagnetic Shielding
You suffuse yourself with a field of nearly invisible, electrical arcane energy. You gain permanent +2 bonus to your AC. All constructs have disadvantage when using melee attacks against you. Additionally, if an attack is made against you with a melee weapon composed of metal, you can use your reaction to draw it into your grasp or around you. The attacker must make a Strength saving throw against your spell save DC. You can use this ability an amount of times equal to your Intelligence modifier (Minimum of 1). All uses are regained at the end of a short rest.
Infuse Greater Charge
Your are capable of even infusing non lightning based spells with electrical potency. If a spell were to deal any other damage type, you can alter it to instead deal lightning damage. You can use this ability an amount of times equal to your Intelligence modifier, with all uses regained at the end of a short rest.
Lighting-Fast Reflexes
Your movement speed increases by 25 ft. Additionally, whenever you have to roll a Dexterity saving throw, you can add your Intelligence modifier to your saving throw. If you fail the save, you can reduce the amount of damage you take equal to twice your Dexterity modifier + your Wizard level. You can use this ability an amount of times equal to your Intelligence modifier, with all uses regained at the end of a short rest.
Lightning Rod
Whenever a lightning based spell is cast that requires a saving throw, you can use your reaction to make the lightning only target yourself. Make a Constitution saving throw against the casters spell save DC (You can add half your proficiency bonus to your roll). On a success, you gain 2d6 + your Intelligence modifier in temporary hitpoints, and whatever spellslot the caster used for the spell. On a failed save, you take half damage (ignoring resistance).
Redirect Lightning
Whenever an attack that deals lighting damage is launched your way, you can use your reaction to make an attempt at redirecting it. Make a Constitution saving throw against the casters spell save DC (You can add half your proficiency bonus to this save). On a success, make a ranged attack against a target of your choosing, or take half of the damage (ignoring resistance) on a failure. If the attack hits, you cast return the initial damage the spell was going to deal, acting as if you rolled two critical hits in a row (multiplying the damage dice by three). On a miss, the target takes no damage. You gain an amount of uses of this ability equal to your Constitution modifier. (All uses regained with a long rest.)
Shocking Gaze
In order to cast Shocking Grasp, your target merely has to be within line of sight, though its range maxes out at 30 ft. It is also able to be cast as a reaction now, so long as your target is within 15 ft. of you.
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Posted Aug 11, 2020Could you write when each Class feature is gained Please.Its a very good subclass that I’d like to use better.
and For the class ability’s what does “A few” Mean specifically,2?