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.
Previous Versions
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1/24/2023 3:51:27 PM
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4
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3.0
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1/26/2023 3:38:31 PM
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5
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Coming Soon
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3/9/2023 3:44:06 PM
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5
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0
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5.0
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Coming Soon
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