Base Class: Fighter
This class of fighter uses an elemental spark within them to become terrifying foes on the battlefield.
Living Conduit
Starting at 7th level, the electrical power within you increases to incredible levels. You receive the following benefits:
- You gain resistance to lightning and thunder damage.
- Once on each of your turns, you can cause focus the static charge into a weapon attack. The attack's target takes an additional d6 lightning or thunder damage (your choice).
- You can unleash the electrical power within, creating a 10 foot radius static field around yourself for 1 minute.
Additionally, the electrical power within you can be unleashed, and as an action you can create a 10 foot radius static field around yourself for 1 minute. Any hair or fur on your body stands on end as arcs of plasma zap the ground and air around you.
While your aura is active:
- Any hair or fur on your body stands on end as arcs of plasma zap the ground and air around you.
- When a creature enters this field for the first time on its turn or starts its turn in the field, it take lightning damage equal to your proficiency bonus. Constructs are not harmed but instead are healed, as the energy recharges them. A submerged creature receives twice as much damage.
- As a reaction, when an ally inside the static aura is targeted by an attack, you cause the attack to be made at disadvantage as blinding plasma arcs between them and their attacker.
You can create a static aura once per long rest.
Lord of the Storm
At 18th level, you have become one with the storm. Electricity crackles and jumps from your fingertips.
While your static aura is activate:
You are immune to lightning and thunder damage.
You can change the damage type of your weapon attacks to lightning or thunder.
You static aura's radius increases to 15 feet, and allies within the radius gain temporary Hit Points equal to your PB at the start of their turn.
If you have no uses of Blitz Charge left, you regain one use at the start of your turn.
Lightning Strike
At 10th level, the spark within you grows more powerful.
Your Blitz Charge feature gains the following improvements:
- During the movement granted by Blitz Charge, you can move in any direction as long as it isn't through a solid surface or liquids more than 5 feet deep. You must still end the movement in contact with a solid surface, or else the movement fails.
- When you finish the movement, you can cause an explosion as your electrical charge strikes like lightning. Roll your Blitz Charge dice. Creatures in a 5 foot radius must make a Strength or Dexterity saving throw, and on a failure they take the bludgeoning damage equal to your roll and are knocked prone.
- You can make a weapon attack at the end of your movement.
Static Overflow
At level 15, you recover your spent energy more quickly. You can can also share some of your power with allies in the form of a repelling charge.
Once per day when you finish a short rest, you can choose to regain a use of your Static Aura.
As part of the bonus action when you activate your Static Aura, any creatures you choose within the aura gains temporary hit points equal to your level. While a creature has temporary hit points gained in this way, it is immune to the damaging effect of your static aura.
Touch of the Storm
When you take this subclass at 3rd level, an elemental spark flickers to life within you. Your fingers crackle with electricity and plasma sparks across your pupils. You can impart some of your energy into mundane objects, giving them an impressive glow.
You gain proficiency with Intimidation.
You learn the shocking grasp cantrip and the light cantrip. Constitution is your spellcasting ability for them.
Blitz Charge
As a bonus action, you become a streak of electrical energy and can travel up to 15 ft without provoking opportunity attacks. This does not count against your movement for your turn. You must If you enter into the space of another creature during this movement, that creature must make a Dexterity saving throw or take 1d6 lightning damage on a failure. A creature can only take this damage once per round. Creatures made of metal make this save with disadvantage. If you end this movement in the space of another creature, are moved to the closest open space that will accommodate your form and take 1d6 force damage for every 5 feet moved.
At the end of this movement you return to your normal form.
As your levels in this class increase, both the distance you can travel and lightning damage dealt also increase:
- 25 feet and 2d6 lightning damage at level 7,
- 45 feet and 4d6 lightning damage at level 15,
- and 60 feet and 6d6 lightning damage at level 18.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Didn't realize I couldn't edit things after publishing to share with friends. Sorry about everything being out of order!