Fighter
Base Class: Fighter

you create a electrical charge in which you harness. it lets you boost your speed and some of your physcial strength. At higher levels you can create constructs out fo your own electricity or lightning. immune/resistant to any lightning/electrical attack

Overclocked

Gaining complete control and mastery over the electricity / lightning you wield you aren't bound by the laws of time.

Circuit Breaker

expend 11 charges to break the time barrier and stop time for 1D4 turns. Only you can move and interact with things during this stopped time unless enemies have resistance to time spells/manipulation. Can be used twice per long rest

Spark

if someone has casted a spell or attack that stops the flow of time, since you have broken the time barrier you are not affected. If they cast a spell that alters time but not stops it  You can determine the source and know that time has been altered. 

generator

the electricity you expel in and out of battle, it is represented in "charges". you have a set amount of charges for your level, in battle you replenish a certain amount every 3 turns. the other way to restore them is to take a short rest or long rest.

 

how much you recharge every 3 turns

3rd level

3 charges every 3 turns

7th level

6 charges every 3 turns

10th level

9 charges every 3 turns

15th level

9 charges every 3 turns

18th level

11 charges every 3 turns

20th level

13 charges every 3 turns

circuitry

you can spend an extra charge in battle to make an attack as a bonus action

Weapon summon

You have amassed enough mastery over your electricity to make weapons out of them. due to the way you fight you only make bladed weapons.

As a bonus action you can create a weapon made out of electricity, allowing you to use the electrical weapon attack.

Amp 1

beginning at level 7 you learn to boost your physical capabilities by coating your whole body in electricity. Your strength and speed are increased.

It costs 1 charge per turn

Harnessing the charge

while in amp 1 you add an extra D8 of lightning damage to any attack

Blur

movement speed is doubled

highspeed dodge

when you are being attacked you have the choice to try to dodge it, you and your enemy roll a contested dex save. you roll at advantage and your enemy rolls at disadvantage

if you succeed you take no damage, if you both roll the same you take half damage. if you fail you take all the damage and look like a dumbass

 

Harness mastery

 

conductive 

you are completely resistant to lightning and thunder attacks

ionic transfer

when you are hit with an attack with a damage type of lightning, you get D4+2 charges back 

negation
while attacking you ignore any lightning/thunder resistance

Amp 2

with the furthering mastery of electricity you coat your whole body with electricity boosting your speed and attack 

While in Amp 2 each turn it costs 3 per turn

unfathomable speed 

your movement speed is tripled. Enemy perception checks are rolled at disadvantage. Also add a D6 to initiative.

Electrical damage

add 2D6 to damage for all attacks

highspeed dodge

when an enemy is attacking you, roll a contested dex save you roll at advantage and the enemy rolls at disadvantage 

if you roll greater you take no damage, if you roll the same you take half damage and if you roll less you take all the damage and look stupid and dumb

 feedback

create an electrical field that allows you to detect an enemy or an enemies attack. it has a 80 foot radius, while an enemy attacks in the field they roll disadvantage on attacks. it costs 1-4 charges and it lasts as many turns as the amount of charges you put in it. it takes one turn charge to activate it.

Amp 3

you've mastered your powers and now synthesize lightning instead of electricity, coating yourself in it giving you an incredibly power boost

it costs 5 charges per turn.

Top speed

movement speed is quadrupled. enemy's roll at disadvantage to hit. Enemy perception checks are rolled at disadvantage. Also add a D6 to initiative.

True lightning

add 3D6 to all attacks

highspeed dodge

when an enemy is attacking you, roll a contested dex save you roll at advantage and the enemy rolls at disadvantage 

if you roll greater you take no damage, if you roll the same you take half damage and if you roll less you take all the damage and look stupid and dumb

 high-speed feedback

create an electrical field that allows you to detect an enemy or an enemies attack. it has a 100 foot radius, while an enemy attacks in the field they roll disadvantage on attacks. it costs 1 charge and lasts 4 rounds.

 

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