Fighter
Base Class: Fighter

The ways of the Talos Knight are not a practiced art. It is battle instinct taken form in Thunder and Lightning, wrathfulness incarnate. A prayer, in the heat of battle, for power made to a force of nature to embolden those of both the righteous and the selfish. 

The cost of this power comes at the vitality of the very Knight who decides it best to wield it, at every time it is called upon. The Fighters who have taken up this mantle must be fighting for something more important than themselves.

 

Wrath of the Thunder God

A tremendous bolt of Lightning hits you, taking 1d8 Lightning damage, infusing your entire being with the power of Thunder and Lightning to your movements and attacks, causing chaos and destruction across the battlefield. You gain immunity to Thunder and Lightning damage, and the ability lasts for 2 minutes. Taking this subclass disables the use of Action Surge while the ability is active. If you are able to cast spells, you cannot cast them or concentrate on them while this ability is active. You may use this 1 time per long rest. (Gaining a 2nd use at 7th level, and a 3rd use at 15th level. The activation damage increases to 2d8 at 7th level and to 4d8 at 15th level.)

Bonded Weapon

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

 

Thunderclap Step & Lightning Step

At 3rd level, while Wrath of the Thunder God is active, you gain the ability to change your movement action in one of two ways.

- Thunderclap Step: You move as if to imitate the echoing crack of thunder, coming from one spot and appearing in another. As a bonus action, you can forgo your movement action to teleport up to an unoccupied space without provoking Attacks of Opportunity. All creatures within 5ft of you, at your starting and ending positions, take 1d8 Thunder damage. (At 8th level, the damage goes up to 1d10 from 1d8.)

- Lightning Step: You turn into lightning itself to move across the battlefield. As a bonus action, you can forgo your movement action to move up to 30ft in a straight line, allowing to move through enemy creatures without provoking Attacks of Opportunity, Creatures whose space you move through take 2d4 Lightning damage. (At 8th level, the damage goes up to 2d6 from 2d4.)

 

Lightning Slash, Thunder Smash & Storm Spear

At 7th level, while Wrath of the Thunder God is active and using both hands, infuse your melee weapon attacks with either Thunder or Lightning. Thunder can only be applied to bludgeoning weapons, and Lightning can only be applied to slashing weapons. Storm Spear can only be applied to Spears or Javelins.

Lightning Slash: 
As an action, infuse your weapon with Lightning and make a melee attack with 10ft reach. Add an additional 1d8 + your Strength modifier in Lightning damage on top of your weapon's normal attack damage. (Gain an additional 1d8 at 10th level, and additional 1d8 at 16th level.)

Thunder Smash:
As an action, infuse your weapon with Thunder and make a melee attack with a 5ft Area of Effect originating from the attack. Add an additional 1d8 + your Strength modifier in Thunder damage on top of your weapon's normal attack damage. Creatures in the Area of Effect must make a Dexterity Saving Throw, DC equals your Constitution Ability Score + Proficiency Bonus. Successful Saving Throws take half damage. (Gain an additional 1d8 at 10th level, and additional 1d8 at 16th level.)

Storm Spear: 
As an action, infuse your Thrown weapon with the power of the storm. You can throw your weapon 30ft further, gain advantage on Thrown weapon attacks with this action, and creatures hit with this attack take 1d6 Lightning damage. (Gain an additional 1d6 at 10th level, and additional 1d6 at 16th level.)

Eye of the Storm

At 10th level, while Wrath of the Thunder God is active, you can cast Lightning Slash, Thunder Smash, and Storm Spear with an object in both hands. You may now summon one or both Bonded Weapons as a bonus action, even while Wrath of the Thunder God is not active.

Rolling Thunder

At 15th level, while Wrath of the Thunder God is active, gain a +2 to Strength, and allies gain advantage on Savings Throws caused by Wrath of the Thunder God.

Keraunos

At 18th level, while Wrath of the Thunder God is active, you use all of your power to summon a godly beam of lightning from the heavens above to strike down your foes. All creatures within 15ft of your chosen target take 6d20 + your Strength modifier + your Dexterity modifier in Lightning damage. The targeted creature must make a Dexterity saving throw, DC 15 + your Strength modifier. Successful Saving Throws take half damage. After the attack is finished, your power from Wrath of the Thunder God leaves your body. Unable to enter Wrath of the Thunder God again until you have completed 2 long rests.

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