Base Class: Fighter
Through rigorous training and shock therapy you've trained your body to take physical or lightning damage and generate it into electric charges in you're body to either be discharged or to enhance all physical capabilities.
Inner Capacitor
You've learned to channel lightning through your body, and use it to enhance your abilities.
You can choose to deal the following damage types with your Unarmed Strikes: bludgeoning, lightning or thunder damage.
You also gain resistance to Lightning damage.
At 10th level, your resistance you Lightning becomes an immunity to Lightning damage.
Unarmored Movement
Through physical training you have learned to relax and flex you muscles instantly at will, resulting in burst on in-human speed.
Starting at 3rd level, your speed increases by 5 feet while you are not wearing armor or wielding a shield. +10ft at 6th level, +15ft at 10th level, and +20 at 14th level.
When you deal lightning or thunder damage you can move 10ft without provoking opportunity attacks.
You can use this feature equal to your proficiency bonus times per day, and it resets on a short rest.
High Voltage Stance
You overload your body with lightning, increasing your dexterity and allowing you to access superhuman movement.
High Voltage Stance. As a bonus action, you gain the following benefits, which last for 1 minute:
- Increase movement speed by 10ft
- You have advantage on dexterity checks and dexterity saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 Lightning or Thunder damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Thunderclap and Flash
You can interpose a flash of lightning between yourself and an attacking enemy. When you or a creature you can see are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing lightning to strike before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, a creature hit by your unarmed strike has disadvantage on attack rolls against targets other than you until the start of your next turn, as the electric aura surrounding you emits a magnetic pulse, making it difficult for the creature to ignore you.
Lightning Rod
Starting at 10th level, when you roll initiative and have no uses of a resource remaining, you regain one use of a resource of your choice. When you would take lightning damage you instead regain a use of High Voltage Stance.
Tempest Strike
At the start of your turn, you channel atmospheric electricity through your unarmed strikes extending your reach to 20ft for 1 minute.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Neutron Star
At 18th level, you gain the ability to harness extraordinary martial prowess. As an action, you can become an avatar of heroism and lightning, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your unarmed strikes score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
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