Paladin
Base Class: Paladin

during training you suddenly unlocked lightning abilities and were able to control it and have since been trying to learn and master your abilities

Channel Divinity

Channel Divinity

At 3rd level your connection to the gods of the sky allows you to destroy your enemies. Your smites now do lightning damage instead of radiant.

Tasing grasp When you land a melee attack on a creature, you can expend your channel divinity and that creature must make a constitution saving throw equal to your spell save dc or be paralyzed till the beginning of your next turn.

Flash lightning 

As an action you can expend your channel divinity and all creatures within 20 ft must make a constitution saving throw equal to your spell save dc or be blinded till the end of your next turn.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

Thunderwave, shatter

5th

lightning bolt, [Tooltip Not Found]

9th

summon elemental, phantasmal killer

13th

conjure elemental, [Tooltip Not Found]

17th

danse macabre, mass cure wounds

forked lightning

At 7th level your control over lightning increases as now whenever you smite with a melee weapon attack you can choose to split the damage up to your proficiency modifier of creatures within range. Your smites now ignore resistances to lightning.

Mjolnir´s Requiem

At 15th level when you complete a short rest/long rest you can connect to a weapon, the number of weapons you can connect to is equal to your proficiency modifier. You can make a thrown weapon attack 50(100) with any of your connected weapons, you are also able to smite these thrown weapon attacks. The weapon returns to you by the end of your next turn, unless a force greater than 1000 lbs is holding it back. Any creature in the way of the weapon returning must make a dex save or take 1d10 lightning damage.

raijins calling

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can’t use it again until you finish a long rest.

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