Base Class: Warlock
You serve the God of lightning and thunder.
Lightning Blade
Starting from 1st level, you gain the ability to infuse your weapon strikes with electrical energy. When you hit a creature with a weapon attack, you can replace any damage type with lightning or thunder damage.
Additionally, you gain proficiency with Greatswords, Longswords and Shortswords. You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of these weapons.
Expanded Spell List
The following spells are added to the warlock spell list for you.
Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Lightning Transformation
Starting at 6th level, you can momentarily transform into a bolt of lightning and perform one of the following.
Transposition
As a bonus action, you can teleport up to 60 feet to an unoccupied space or you can instantly swap places with an object or a willing creature you can see within 60 feet.
Forced Transposition
As an action, choose one creature you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. The creature then takes 3d10 force damage.
Defensive teleport
When you are hit by an attack or fail a saving throw, you can use your reaction to gain a +4 bonus to AC against that attack or +4 bonus to that saving throw, possibly turning a hit into a miss. You can then swap places with an object or a willing creature you can see within 60 feet.
You then immediately transform back into your original form. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Lightning Armour
Starting at 10th level, when you cast the Arcane Hand spell, the Hand always travels with you and you are protected by a lightning armour, emitting blue lights to up to 10 feet around you.
For the duration of the spell,
- You gain resistance to lightning and thunder damage.
- You have advantage when making a Constitution saving throw to maintain your concentration.
- You cannot be frightened or charmed.
Lightning Flame
Starting at 14th level, you can choose a point you can see and produce black flames in any area within a 40-foot-radius, 20-foot-high cylinder centred on that point. Each creature within the area you choose must make a Dexterity save. A target takes 8d10 necrotic damage on a failed save, or half on a success. The black flames cannot be extinguished in any way unless the user chooses to put out the flame as a bonus action. The flames continue to burn until everything has turned to ash. Each creature enters the area with black flames for the first time or ends its turn there must succeed on a Dexterity saving throw or take 2d10 necrotic damage.
You can apply Lightning Flame to Arcane Hand if it is within the 40-foot-radius, 20-foot-high cylinder. The Arcane Hand is then covered by black flame. Whenever a creature within 5 feet of you damages you with a melee attack, the creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Jul 2, 2019I love the concept and I had a few thoughts down below.
Lightning Armour
I would consider limiting it to either no armor or light armor. Might also add in a similar clause as mentioned above that limits it to a certain number of uses per day and requires a long rest to regain them.
Lightning Flame
Since you specifically mention that this subclass would serve the Lord of Light would it not make more sense that the ultimate ability would be a bright flame as opposed to a black flame, maybe for more options you could restrict this so that good characters produce radiant flames and radiant damage, evil characters produce black flames and necrotic damage, and neutral characters simply deal fire damage?
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Posted Jun 25, 2019This seems awesome!
Reminds me a bit of Sasuke from Naruto... Hmm...
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Posted Jun 22, 2019this is really cool, but maybe change it so that lightning armour is activated when you cast any fifth level spell, so that players aren't forced to take Arcane Hand.