Base Class: Fighter
Due to various circumstances, you have manifested primordial power of lightning. Explain the origin of your newly awakened affinity; whether it is a divine blessing, the power of a bloodline, a strange coincidence, a deal with the (proverbial) devil, or some other fifth thing. Is it something you wanted? Did you have to sacrifice something to obtain this power? Has this elemental endowment brought about changes to your appearance or personality? If the source of your endowment isn't from the Elemental Planes, simply change the relevant narrative details to suit your character.
Your save DC for this subclass is 8 + your Constitution modifier + your proficiency bonus.
Elemental Physique
3rd level martial archetype feature.
Divination reveals your creature type to be both Elemental and Humanoid and you are fluent in Auran. You have resistance to lightning damage and you are immune to conditions or effects that would cause you to become incapacitated as a result of being electrocuted.
Jolting Nerves
3rd level martial archetype feature.
The steady current of electricity that courses through your body gives you a slight edge that you just can't seem to take off. You can add half your proficiency bonus, rounded down, to your initiative rolls and Dexterity saving throws. Your base movement speed is increased by 5 feet and you can disengage or search as a bonus action.
Shocking Attacks
3rd level martial archetype feature.
While using weapons or ammunition that are at least partly metallic, your attacks can count as lightning damage in addition to the normal damage type. Lightning damage caused by you ignores resistance to lightning damage and you can treat any 1 on the damage die as a 2 when you are rolling for lightning damage.
On a lightning-imbued critical hit, the target must succeed on a Constitution saving throw or become stunned until the start of their next turn. When a creature rolls a natural 1 on a saving throw against one of your lightning abilities, it counts as a critical hit.
Endowment of Lightning Advancement Options
You can choose two of the following options at 7th level. You can choose one option at 10th and 15th levels.
Battery Shock
You can use a bonus action to charge crackling lightning into your next normal unarmed or weapon attack, causing it to inflict additional lightning damage on a hit. A creature hit by this attack must then succeed on a Constitution saving throw or have disadvantage on attack rolls and Strength or Dexterity saving throws until the start of its next turn. This ability has a number of charges per short rest equal to your proficiency bonus + your Constitution modifier. Each time you use this bonus action, you can expend a number of charges up to your proficiency bonus; inflicting 1d6 additional lightning damage per charge. A creature hit by the attack makes only one saving throw.
If you can make multiple attacks per action, Battery Shock replaces one of them.
Discharge
If a creature touches you or hits you with a melee attack, you can use your reaction to discharge electricity to them, dealing 1d6 lightning damage. A creature takes this damage automatically at the start of each of its turns it remains in contact with you, without using your reaction. (e.g.; if you are grappled)
This damage increases at 10th level (1d8), 15th level (1d10), and 18th level (1d12).
Lightning Javelin
You can summon a javelin-like bolt of electricity without using an action. You must have at least one free hand to do so. The javelin is a magic weapon with a +1 bonus to attack and damage rolls and a base damage of 1d8 lightning damage. It has a melee reach of 5 feet and has the properties of light and thrown (90/180). The javelin lasts until the end of combat and can be dismissed at will. If it leaves your hand, it disappears at the end of your turn. Alternatively, you can use the javelin as ammunition for a ranged weapon, using whichever range is greater. Dexterity is your ability modifier for the javelin.
This changes at 10th level (+2 weapon, 1d10 damage) and 18th level (+3 weapon, 1d12 damage).
Lightning Step
As a bonus action, you can transform into a streak of lightning that arcs to an unoccupied space you choose within 30 feet. You materialize at the chosen location. Draw a line from the starting point to the chosen location, every creature the line passes through takes 1d12 lightning damage. This ability can be used twice per short rest.
The distance of this ability increases at 10th level (40 feet), 15th level (50 feet), and 18th level (60 feet). The damage increases by 1d12 at 10th level (2d12) and 18th level (3d12).
Lightning Strike
Twice per short rest, you can use an action to make a supercharged weapon attack that inflicts an additional 3d12 lightning damage on a hit. A creature hit by this attack must succeed on a Constitution saving throw or become stunned until the end of its next turn. If this attack is a melee attack, failing to hit the target does not expend its use if you use your next action to reattempt this attack. If your second attempt fails to hit the target, its use is expended.
The damage of this ability increases at 10th level (4d12), 15th level (5d12), and 18th level (6d12).
Magnetic Attraction
When using lightning-imbued attacks or abilities against creatures that are made of metal, wearing metallic armor, or wielding metallic weapons, you can add your Charisma modifier (maximum of 3) to attack rolls you make against them. Additionally, you can subtract your Charisma modifier (maximum of 3) from any saving throw they make against a lightning type ability of yours.
Overcharge
You can flood electricity through your body to attempt impossible physical feats, enabling you to reattempt a roll.
When you make a Strength (Athletics) or Dexterity (Acrobatics) check; a Strength or Dexterity saving throw; or a melee attack roll, you can choose to take 1d12 lightning damage in order to reattempt the roll. You must use the new result. This ability can be used any number of times per day, but the recoil damage you suffer will increase by an additional 1d12 lightning damage each time. This resets after a short rest. If a d12 results in a 1 or a 2, your movement speed is halved until the start of your next turn. This damage ignores resistances or immunities and cannot be reduced in any way.
Stunning Spark
Twice per short rest, you can use a bonus action to send a quick jolt of electricity toward a creature that you can see within 15 feet of you. That creature must succeed on a Constitution saving throw or take 1d12 lightning damage and be stunned until the start of its turn.
The damage of this ability increase at 10th level (2d12 damage) and 18th level (3d12 damage). Starting at 15th level, this ability can be used 3 times per short rest.
Lightning Surge
10th level martial archetype feature. Choose another option from the Endowment of Lightning Advancement Options.
You gain the ability to enhance your action surge, overcharging your body with electricity to push yourself beyond your limits. During action surge and until the start of your next turn, your movement is increased by 20 feet and can take two bonus actions and two reactions.
Elemental Progression
15th level martial archetype feature. Choose another option from the Endowment of Lightning Advancement Options.
Your physique has become closer to that of an elemental, you have gained immunity to lightning damage.
Elemental Form
18th level martial archetype feature.
Once per long rest, you can use an action to transmute yourself into the purest primordial essence of lightning. Your Elemental Form lasts until the end of your next turn and can be extended by expending two of your fighter hit dice for each additional round it remains active. Once your Elemental Form ends, you gain one level of exhaustion and you become incapacitated for 1 round. If you use action surge while in this form, you gain one additional level of exhaustion after each time you do so; which takes effect after the Elemental Form ends.
While you are in this elemental form, the following changes occur.
- You and everything you wear or carry becomes a swirling humanoid cloud wreathed in lightning.
- Your size is large and you have a flying (hover) speed of 60 feet.
- You gain all of the resistances, immunities, senses, and the Air Form trait of an air elemental.
- A creature takes 1d12 lightning damage the first time on a turn it enters within 5 feet of you or if it ends its turn there, or if it hits you with a melee attack.
- If you hit a creature with a lightning imbued attack and surpass its AC by 7 or more, it becomes stunned until the start of its turn.
- Once during your elemental transformation, as an action, you can shoot a powerful bolt of lightning from each hand. Each lightning bolt is a line with a length of 60 feet and a width of 5 feet. A creature within the line must make a Constitution saving throw or take 5d12 lightning damage on a failed save or half as much on a successful one. If a creature is hit by both lightning bolts, it makes a separate saving throw for both.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
1/26/2022 8:46:54 AM
|
6
|
5
|
--
|
Coming Soon
|
|
1/31/2022 2:02:34 PM
|
6
|
2
|
--
|
Coming Soon
|
|
2/1/2022 5:03:48 AM
|
5
|
2
|
--
|
Coming Soon
|
|
2/3/2022 6:02:19 AM
|
5
|
2
|
--
|
Coming Soon
|
|
2/4/2022 11:41:08 AM
|
6
|
3
|
--
|
Coming Soon
|
|
2/4/2022 12:44:49 PM
|
6
|
2
|
--
|
Coming Soon
|
|
2/5/2022 4:03:53 PM
|
11
|
2
|
--
|
Coming Soon
|
|
2/7/2022 3:41:04 PM
|
12
|
2
|
--
|
Coming Soon
|
|
2/8/2022 9:16:09 PM
|
12
|
3
|
--
|
Coming Soon
|
|
2/13/2022 6:40:23 AM
|
18
|
4
|
--
|
Coming Soon
|
|
2/26/2022 11:52:30 PM
|
36
|
5
|
--
|
Coming Soon
|
|
3/13/2022 5:44:14 PM
|
38
|
3
|
--
|
Coming Soon
|
|
3/13/2022 8:49:20 PM
|
39
|
6
|
--
|
Coming Soon
|
It was pointed out to me that I forgot to include an important detail in the Shocking Attacks feature. It should read as:
Someone also raised the concern that damage should only be of a single type. However, according the Basic Rules, damage types have no rules of their own!
I've noticed a spike in views every time a new chapter of Memoir of The King of War comes out... I'm sorry, but this subclass is nothing like The Heavenly Artillery General's Force.
In terms of combat mechanics, the Endowment of Lightning is my favorite of all the Elemental Endowment martial archetypes. I made this one to be in line with my idea of the narrative feel of lightning. It's a reckless and devastating force of nature, but it's also a consistent and logical one. Its abilities are either constant or very limited-use. "Lightning" doesn't strike the same place often, but when it hits, it hits hard. "Electromagnetism" is constant, those constant abilities I think of as the sort of 'natural consequences' of becoming lightning itself.
Interestingly, "treat any 1 on a damage die as a 2" does basically nothing. It feels very good but, using a d12 as an example, it only increases the average roll by .083 (from 6.5 to 6.583). Even knowing that it's negligible, it still gives me a wave of gratification to triumph over that dreaded red "1" when rolling damage.
Please let me know if you discover any problems with this subclass! I'd also appreciate it if you'd help by sharing your opinions or suggestions about the class.