Homebrew Amperi Species Details
Amperi are beings composed of living electricity, capable of generating and controlling electrical energy. With an inherently electrified nature, they bring a spark of energy to any situation.
Electric Resistance reflects the Amperi's immunity to the harmful effects of lightning damage. Their bodies are naturally insulated against electrical harm.
Electric Pulse is a signature ability of the Amperi. They can release a burst of electricity in a cone, damaging creatures in the area. This ability allows them to unleash a potent offensive attack against foes.
Conductive Body represents the Amperi's ability to affect creatures wearing metal armor more effectively. Their electrical touch disrupts the conductive nature of metal, making it harder for those targets to resist the effects of their Electric Pulse.
Electrical Manipulation showcases the Amperi's ability to interact with the world at a distance. While not as powerful as telekinesis, this ability allows them to perform simple tasks from a short distance away, adding to their versatility.
Amperi may be found in areas with strong electrical currents or in roles that require their unique abilities. Some may be scholars studying the mysteries of electricity, while others may be adventurers seeking to use their powers in service to a cause.
In an adventuring party, an Amperi can serve as a versatile ranged attacker or support character. Their Electric Pulse provides both offensive and defensive capabilities, and their ability to manipulate objects at a distance makes them valuable in various situations. Whether acting as a ranged spellcaster, a scout, or a creative problem solver, Amperi bring a dynamic and electrifying presence to any group.
Amperi Traits
As an Amperi, you have the following traitsAbility Score Increase
Your Dexterity score increases by 2.
Electric Resistance
You have resistance to lightning damage.
Electric Pulse
As an action, you can release a burst of electricity in a 15-foot cone. Creatures in that area must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or take 1d8 lightning damage. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. After using this feature, you can't use it again until you complete a short or long rest.
Conductive Body
When you make a melee touch attack against a creature wearing metal armor, that creature has disadvantage on its saving throw against your Electric Pulse.
Electrical Manipulation
You can manipulate small objects at a distance using your electrical abilities. You can perform simple tasks, such as opening a door or lifting a small object, from up to 30 feet away. This ability doesn't work on magical or secured items.
Languages
You can speak, read, and write Common and one other language of your choice.
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