Base Class: Sorcerer
The shopkeep hands over some gold, a faint static shock being handed through them the brief moment the adventurers hand touched his.
Sparks swirling around her, a human stretches out her hand and unleashes the electricity within her towards the unsuspecting caravan of gnolls
Enraged beyond reason, the half-orc surges forward in a flash of green, their hand extended, and grabs the zombie's face, shocking it and slamming it into a wall.
Electric Adept
Starting at 6th level, when you cast a spell that deals lightning damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage lightning for 1 hour.
Charges
Gain temp HP when damage an enemy with a full charge electric attack
If hit with metal weapon, you discharge, while still taking the damage, but your charge is reduced to zero while dealing the charge's damage to the attacker. [20/1d4, 40/2d4, 60/1d6, 80/1d6, 100/2d6]
Max charge 100
[Bonus action charge] Add 20 charge for a bonus action.
Add 2 charge for every space you move in a battle
Shocking Rage
When raging, gives advantage on all attacks that use lightning damage, but all attacks on her are made with advantage.
Absorb elements but only electricity
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on any spell with lightning damage during this rage, but attack rolls against you have advantage until your next turn.
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor and raging
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Magnetic Repulsion
When you choose this origin, electrical magic flows through your body, causing an invisible electromagnetic field around you. At 1st level, your AC increases by 1 and increases by 1 every third level you gain in this class. When you aren’t wearing armor, your AC equals 12 + your Dexterity modifier.
Electrical Affinity
Starting at 6th level, when you cast a spell that deals lightning damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Frictionless ground
At 14th level, the friction on the ground seems optional. You gain an extra 10 feet of movement and can walk on rough terrain as if it was normal.
Spark Shower
Beginning at 18th level, you can make a storm of sparks to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Dexterity saving throw or take 7d10 lightning damage
Previous Versions
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3/31/2022 12:36:02 AM
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5
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1
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1.0
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Coming Soon
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