Sorcerer
Base Class: Sorcerer

Your magical powers are a direct result of a close encounter with lightning. Whether you were struck by a bolt of lightning during a storm, or exposed to an intense electrical discharge in a laboratory accident, the energy coursing through your body awakened a potent magical potential. As a Lightning Born sorcerer, you have an innate affinity for lightning and thunder magic, and can harness the power of electricity to devastating effect.

Overcharged

Starting at level 1, the lightning energy within you builds up inside you causing you to become overcharged. After you cast a sorcerer (thunder or lightning) spell of 1st level or higher, roll a d4. If you roll a 1, you are no longer overcharged.

While overcharged:

  • Your lightning and thunder spells deal maximum damage.
  • You gain resistance to lightning and thunder damage.
  • You suffer disadvantage on all Intelligence, Wisdom, and Charisma ability checks.
  • You suffer a -2 penalty to your AC, as your body is crackling with energy and difficult to control.

You will become overcharged again after a long rest.

As an action, You regain all expended sorcery points and gain advantage on all ability checks and attack rolls until the end of your next turn. At the end of your next turn you are no longer overcharged.

Lightning Affinity

The power of lightning overwhelms your other magical abilities preventing you from learning or using them. You may only learn or cast lighting or thunder spells.

Sparking Power

At 6th level whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level + 1

Storm's fury

When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

You no longer have disadvantage to Intelligence, Charisma, and Wisdom checks while overcharged.

You no longer have have your armor class reduced while overcharged.

Ride the lightning

At 18th level, you gain immunity to lightning and thunder damage.

At 18th level, you gain the ability to ride the bolts of lightning you summon. As a bonus action, you can expend 8 sorcery points to transform yourself into a bolt of lightning and travel up to 120 feet in a straight line. You can pass through any space that is large enough for a bolt of lightning, and you can move through creatures' spaces without provoking opportunity attacks.

While in this form, you are immune to all damage except force damage, and you can choose to end your movement in an unoccupied space adjacent to a creature. When you do, that creature takes lightning damage equal to your Charisma modifier (minimum of 1) and must make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone, as the bolt of lightning surges through its body.

You can use this ability a number of times equal to your Charisma modifier (minimum of 1), and you regain all uses of this ability after finishing a long rest. While using this ability, you cannot cast spells or take any other actions, as you are entirely focused on controlling the lightning. Additionally, if you use this ability more than once in a single combat encounter, you suffer one level of exhaustion after the encounter ends, as the strain of harnessing such intense electrical energy takes its toll on your body.

Lightning Surge

Starting at level 1, as an action, you may regain all expended sorcery points and gain advantage on all ability checks and attack rolls until the end of your next turn. At the end of your next turn you are no longer overcharged.

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