Base Class: Rogue
The Flashfist is a unique and electrifying subclass that harnesses the power of lightning to enhance their unarmed strikes and agility. These rogues are forged in the crucible of storms, and their bodies become conduits for the raw energy of thunderclouds. With each strike, they channel the power of lightning, delivering devastating blows to their foes and leaving a trail of electrifying chaos in their wake.
Shocking Strikes
3rd level Flashfist feature
Your fists channel the power of storms as you smack your way to victory. Your unarmed strikes now have the finesse property.
Additionally, when you use your Sneak Attack feature, you can choose to change the damage type of the Sneak Attack dice to lightning instead of its regular damage.
Lorentz Force
3rd level Flashfist feature
Your power to channel lightning causes a magnetic shift around you. When you use your Shocking Strikes feature to change your sneak attack damage to lightning and the attack hits, you gain a bonus to your AC and your saving throws equal to your Constitution Modifier till the start of your next turn. You can do this a number of times equal to your Constitution modifier per long rest. Once per turn, if a person within your melee range makes a melee attack against you and misses, you can use your reaction to force them to make a Strength saving throw (DC: 8 + proficiency bonus + Constitution modifier). On a failure, the creature falls prone and takes a number of d4s in bludgeoning damage equal to your proficiency bonus.
Going FTL
3rd level Flashfist feature
Lightning jumpstarts your feet, letting you move faster than anyone could hope for. Your base speed increases by 5 ft. It increases by an additional 10 ft. at level 17.
Additionally, when you take the Dash action, you leave a 5 ft. wide trail of lightning behind you till the start of your next turn. If anyone enters the trail for the first time or start their turn there, they take lightning damage equal to your Proficiency Bonus. At 17th level this damage becomes equal to your Sneak Attack dice.
Purity of Energy
9th level Flashfist feature
You have learnt how to convert your body itself into electricity, and how to control your transportation through conductive materials.
As a bonus action, you can throw a metallic object of size category small or less at a target within 20 ft. This object gains the Thrown property. You can then transform your body into pure electricity and conduct yourself through that metallic object. You teleport to the location of that metallic object. If there is a hostile target within your reach, you can make one unarmed strike as part of the bonus action.
Watt's the Matter with you?
13th level Flashfist feature
Your electricity makes your foes cower, now that they cannot hide from it. Your Sneak Attacks made by the Shocking Strikes feature ignore resistance to lightning damage. Additionally, if you land a critical hit while using the Shocking Strikes feature to change your sneak attack damage to lightning, the target of the hit enters a Shocked state for one minute. While this effect is active, at the start of each of the target's turns, it must roll a 1d4. On a 1, the creature is paralyzed for that turn. On a 4, the effect ends. A creature can use its Legendary Resistance to not be affected by the Shocked State.
Ride the Lightning!
17th level Flashfist feature
Your power cannot be stopped, you will continue to fight as if the might of the Thunder Gods rings within you. When you use your Shocking Strikes feature to change your sneak attack damage to lightning against a target, and you have advantage on your roll, you can use your reaction to form a lightning chain between your enemies. Choose up to a number of creatures equal to your Constitution modifier, all within 30 ft. of you but excluding your initial target. Make one unarmed attack against each target. On hit, you can add half your Sneak Attack dice (rounded up) to the damage. You then teleport to an unoccupied space you can see within 5 ft. of the last target.
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