Electro Vision Image

Prerequisite: Astrong ideal, bond, or flaw tied to ambition, personal growth, defiance, or a relentless pursuit of one’s path.)

Your will refuses stagnation. You seek progress, mastery, and a future shaped by your own hand. In answer, a storm answers you.
An Electro Vision manifests — lightning bound not to study or prayer, but to your very heartbeat.

You gain the following benefits:


Stormbearer

You learn the Shocking Grasp and Lightning Lure cantrips.

Constitution, Wisdom, or Charisma (your choice when you take this feat) becomes your spellcasting ability for all spells granted by this feat.

Additionally, your movement speed increases by 10 feet.


Electrocasting

At certain character levels you permanently gain access to lightning magic:

Character Level You Learn
4 one cantrip or 1st-level lightning spell
8 one spell of 2nd level or lower
12 one spell of 3rd level or lower
16 one spell of 4th level or lower

The spells must:

• deal lightning damage, or
• manipulate electricity, speed, or kinetic energy.

Examples: witch bolt, thunderous smite, chromatic orb (lightning only), lightning bolt, kinetic jaunt, haste, elemental weapon (lightning), storm sphere, freedom of movement.

These spells:

• Do not count against spells known or prepared.
• Can be cast a number of times equal to your Proficiency Bonus per long rest.
• Do not require spell slots.
• You may still expend spell slots to cast them normally if you have them.


Lightning Channel

Whenever you cast a spell that deals lightning damage:

• You may ignore material components without a gold cost.
• You may perform somatic components even if your hands are occupied.
• After casting the spell, you may immediately move up to 10 feet without provoking opportunity attacks.

(Your Vision is not a spellcasting focus — it only replaces components for lightning-related spells.)


Conductive Surge

Once per turn when you deal lightning damage to a creature, you can cause electricity to arc to another creature you can see within 10 feet of the original target.

The second creature takes lightning damage equal to your Proficiency Bonus.

At character level 11, the range becomes 20 feet.

At character level 17, the secondary damage becomes twice your Proficiency Bonus.


Static Charge

You store electrical energy through motion and combat.

Whenever you:

• move at least 20 feet on your turn, or
• hit a creature with a weapon attack, or
• deal lightning damage with a spell

you gain 1 Charge (maximum equal to your Proficiency Bonus).

At the start of your turn, you may expend Charges to gain one of the following effects:

• 1 Charge: Advantage on the next attack roll you make this turn
• 2 Charges: Add 1d8 lightning damage to one attack or spell
• 3 Charges: Take the Dash action as a bonus action
• 4 Charges: Immediately make one weapon attack as a bonus action

All Charges are lost if you are incapacitated.


Storm Resistance

You gain:

• Resistance to lightning damage
• Advantage on saving throws against being paralyzed
• You cannot have your movement speed reduced by nonmagical difficult terrain


Elemental Devotion (Restriction)

The Electro Vision alters your elemental nature.

If you gain this feat, you cannot learn or prepare spells that deal cold, fire, acid, or poison damage unless they come from a racial feature, magic item, or another elemental feat (such as Pyro, Hydro, or Cryo Vision).

Force, radiant, necrotic, and psychic spells are unaffected.

Electro Vision Image

Comments

Posts Quoted:
Reply
Clear All Quotes