Base Class: Sorcerer
Plugged In (Level 1)
You gain resistance to lightning and thunder damage, and any lightning and
thunder damage you deal ignores resistances. Also, add “technology” to your
proficiencies and discuss with your DM what this means for your game.
Recharge (Level 1)
You can charge yourself up like a battery. Whenever you take a short rest or are
healed and within five feet of a power source, you regain an extra 1d6 hit points.
Wire Walk (Level 6)
You gain the ability to travel short distances over electrical wires. As a bonus action,
you can touch a device or socket connected by wires and teleport along them to
another device or socket within your line of sight. Once you use this feature, you
can’t use it again until you finish a long or short rest.
Power Surge (Level 14)
Your time within the wires gives you the ability to shut them down. You may cast the
spell Shutdown as a bonus action once per long rest. The concentration for the spell
begins at the end of your turn.
Shutdown (Range: 120 feet. Duration: Concentration, up to 1 minute.)
This spell shuts down all electronic devices within range that are not wielded by or
under the direct control of a creature. If an electronic device within range is used by
a creature, that creature must succeed on a Constitution saving throw to prevent
the device from being shut down. While the spell remains active, no electronic
device within range can be started or restarted.
Static Shock (Level 18)
The electricity that runs through your soul jumps out to defend you. When you are
hit with an attack, you can use your reaction to deal lightning damage to the
attacker equal to your sorcerer level. The attack must also make a Strength saving
through, with a DC equal to 8 + Charisma + proficiency. On a failed save, the
attacker is pushed in a straight line 20 feet away from you.
Plugged In
Beginning at first level, you gain resistance to lightning and thunder damage, and any lightning and t hunder damage you deal ignores resistances. Also, add “technology” to your proficiencies and discuss with your DM what this means for your game.
Recharge
Beginning at 1st level, you can charge yourself up like a battery. Whenever you take a short rest or are healed and within five feet of a power source, you regain an extra 1d6 hit points.
Wire Walk
Beginning at 6th level, you gain the ability to travel short distances over electrical wires. As a bonus action, you can touch a device or socket connected by wires and teleport along them to another device or socket within your line of sight. Once you use this feature, you can’t use it again until you finish a long or short rest.
Power Surge
Your time within the wires gives you the ability to shut them down. You may cast the spell Shutdown as a bonus action once per long rest. The concentration for the spell begins at the end of your turn.
Shutdown (Range: 120 feet. Duration: Concentration, up to 1 minute.)
This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.
Static Shock
The electricity that runs through your soul jumps out to defend you. When you are hit with an attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attack must also make a Strength saving throw, with a DC equal to 8 + Charisma + proficiency. On a failed save, the attacker is pushed in a straight line 20 feet away from you.
Comments