Fighter
Base Class: Fighter

Channel the storm into your fists to smite your foes.

Fist of Havoc

As an action, you can slam your fists into the ground. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. The DC is equal to 10 plus your Proficiency Bonus plus your Constitution modifier. A creature takes lightning damage equal to 1d10 plus your fighter level on a failed save or half as much on a successful one. When you gain this feature, choose one of the following three additional benefits: Aftermath, Death from Above, and Shockwave. You can change the chosen benefit at the end of a long rest.

Once you use this ability, you can’t use it again until you complete a short or long rest.

Aftermath

After you use your Fist of Havoc you produce an electric aura until the start of your next turn. If a creature ends its turn within 10 feet of you, it must make a Dexterity saving throw as if you had used your Fist of Havoc again.

Death From Above

If you use your Fist of Havoc immediately after jumping or falling, you take only half fall damage and any creature that fails its saving throw takes lightning damage equal to the hit points you lost from fall damage.

Shockwave

The range of your fist of havoc increases to 15 feet.

Storm Fist

Starting at 7th level, when you hit a creature with an unarmed strike, you can use a d8 in place of the normal damage die and you deal lightning damage instead of the strike’s normal damage when you do so. When you gain this ability, choose one of the following three additional improvements to your Storm Fist: Overload, Discharge, or Amplify. You can change the chosen improvement at the end of a long rest.

Amplify

When you kill a creature with Storm Fist, you regain the use of your Fist of Havoc. You can do this a number of times up to your Proficiency Bonus and then must complete a long rest before you can regain its usage in this way again.

Discharge

When you hit a creature with your Storm Fist, one other creature of your choice within 5 feet of it takes 1d8 lightning damage.

Overload

When you hit a creature with Storm Fist, you can make another Storm Fist attack as a bonus action.

Catapult

You can expend all movement on your turn to launch yourself in a straight line up to your speed in a direction you choose before falling to the ground, stopping early if you impact against a solid surface. If you would strike a creature, you can make a melee weapon attack against it or use your Fist of Havoc as a bonus action. If you damage the target, you impact it and stop moving. You take fall damage as normal from this movement.

Arc Grenade

Starting at 15th level, you can use a bonus action to throw a grenade of electrical energy. Choose one of the following three options: Flashbang Grenade, Pulse Grenade, or Lightning Grenade. You can change the chosen option at the end of a long rest.

Flashbang Grenade

You can use a bonus action to throw a flashbang grenade at a point within 150 feet of you. All creatures within 10 feet of that point must make a Dexterity saving throw with a DC equal to 8 plus your Proficiency Bonus plus your Constitution modifier. On a failed save, a creature takes 1d8 lightning damage and has disadvantage on attack rolls and Wisdom (Perception) checks until the end of its next turn. On a successful save it takes half damage and suffers no other penalties.

Lightning Grenade

You can use a bonus action to throw a lightning grenade at a point up to 120 feet from you which it sticks to. Whenever a creature moves while within 30 feet of the grenade, you can cause the grenade to zap the creature with lightning with no action required. The creature must make a Dexterity saving throw with a DC equal to 8 plus your Proficiency Bonus plus your Constitution modifier. It takes 1d10 lightning damage on a failed save or half as much on a successful one. Once the grenade has damaged a creature, it cannot damage that same creature again. The grenade dissipates at the start of your next turn.

Pulse Grenade

You can throw your Pulse grenade up to 100 feet as a bonus action. It emits lightning in a 5 foot radius and all creatures within that radius must make a Dexterity saving throw with a DC equal to 8 plus your Proficiency Bonus plus your Constitution modifier. A creature takes 1d6 lightning damage on a failed save or half as much on a successful one. At the start of your next turn, the pulse grenade emits lightning again with the same effect and then dissipates.

Shoulder Charge

At 18th level, when you take the dash action, you have a +5 bonus to your Armor Class against opportunity attacks and you can make an Unarmed Strike with a +5 bonus to hit as a bonus action after dashing. If this Unarmed Strike hits, you can push the target up to 10 feet away from you.

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