Base Class: Barbarian
Any barbarian is a fearsome presence on the battlefield, but none inspire quite so much terror as the ones who follow the Path of the Lightning Rider. Those who follow this path tap into an inner storm that allows them to tear through enemies as they unleash the power of lightning.
Lightning Riders are masters of traversing the battlefield and getting themselves in position to protect their allies and inflict the maximum amount of damage.
Storm Born
You are at home in the majesty of a thunderstorm, and have undergone intense training atop stormy peaks. When you choose this path at 3rd level, you gain resistance to Lightning and Thunder damage.
Feel the Thunder
At 3rd level, when you adopt this path, you channel the power of a storm into your attacks. While raging, the first creature you hit with an attack on your turn takes additional thunder damage equal to 1d8 + your proficiency bonus and must make a constitution saving throw against your Lightning Rider save DC or become deafened until the start of its next turn.
Your Lightning Rider save DC is equal to 8 + your proficiency bonus + your Constitution modifier.
Lightning Step
Starting at 6th level, you are able to draw on the primal energy of lightning to enhance your movement and dominate the battlefield.
As a bonus action on your turn you may move up to half your movement speed in a straight line in any direction, ignoring difficult terrain and effects that reduce your movement speed (so long as it is not reduced to 0). This movement is nearly instantaneous and does not provoke opportunity attacks when leaving an enemies range (as if you had taken the disengage action). If you take the attack action, you make make one of your attacks agains a creature within 5 feet of the line along which you travel with this ability. If it hits, this attack deals an additional 1d8 lightning damage as the electricity from your movement washes over your enemy. This additional lightning damage applies to successful grapples and shoves as well.
You may use Lightning Step a number of times per long rest equal to your Barbarian Level. On a short rest you regain a number of uses equal to your Constitution modifier.
The bonus Lightning damage of this attack increases to 2d8 when you reach 10th level in this class and 3d8 at 14th.
Galvanic Arsenal
At 10th level you are able to call on the power of a storm to arm yourself and defend your allies. When you go into a rage you can conjure one of the following armaments for the duration of your rage to enhance your combat prowess.
- Galvanic Blade: This weapon counts as a simple weapon with which you are proficient. It has the Light, Finesse, and Thrown properties (range 20/60) and deals 2d8 Lightning damage on a hit. Additionally, you have advantage on attacks made against enemies wearing metal. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while your rage persists you may use a bonus action to cause the blade to reappear in your hand.
- Galvanic Shield: This shield raises your armor class by +2 as normal. Attacks made with metal or lightning against other creatures within 10 feet of you have disadvantage as the shield draws the attack towards it.
- Galvanic Armor: Gain temporary hit points equal to your constitution modifier plus your proficiency bonus and increase your movement speed by 10 feet. If a creature hits you with a melee attack while you have these hit points, the creature takes lightning damage equal to your Constitution modifier.
These armaments are made of Lightning, are weightless, and can take any form you choose. You can dismiss your chosen armament at will, but must use a bonus action to summon it again. You may choose to enhance a physical armament instead of conjuring a new one, in which case it gains all the properties of the option you chose.
Become Lightning
You have mastered the storm within and have become one with lightning. At 14th level when you use your Lightning Step you can move through creatures and objects so long as there is a 1 inch wide space available. You cannot end this movement inside an space that can only accommodate creatures two sizes smaller than you. Attempting to do so shunts you back to the last sufficiently large space you travelled through and you take 1d10 force damage for every 5 feet moved this way.
Additionally, if you would make a Strength or Dexterity saving throw, you may use your reaction to activate Lightning Step and possibly avoid the effect.
Previous Versions
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