Base Class: Sorcerer
Electric Blood sorcerers feel the spark of electricity running through their veins as they cast their magic. Their magic may have come from birth, from gifts or even being struck by lighting. But the shock of their magic is surprising to anyone.
Electrical Bloodline
Starting at 1st level, your blood is flowing with electricity. You gain resistance to Thunder and Lightning Damage.
Bonus Spells
You learn the following bonus spells. They do not count as known spells, and are always prepared.
1st: Guiding Bolt, Thunderwave
2nd: Heat Metal, Shatter
3rd: Call Lightning, Lightning Bolt
4th: Banishment, Blight
5th: Telekinesis, Hold Monster
Shattering Burst
Starting at 6th level, you can use your electrical powers to intensify. Whenever you cast a spell that does thunder or lightning damage, you can burst on any of the damage die rolls. When you roll the highest number on the damage die (eg an 8 on a d8) then you can reroll the damage dice. You can only do this once per dice.
Charging Magic
Starting at 14th level, you're magic is able to charge up. When you get hit with a spell that does thunder or lightning damage, or you experience a storm, you can regain a number of sorcery points equal to your charisma modifier.
Explosive Matter
Starting at 18th level, you can explode. When you fall to 0hp, you are able to cause an explosion around you. Anyone within a 30ft radius of you must succeed a Dexterity Saving Throw against your Spell Save DC or take 10d6 lightning damage. In order to use this feature, you must fail one Death Saving Throw.
Once you use this feature, you cannot do so again until you complete a short or long rest.
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