Fighter
Base Class: Fighter

Storm Soldiers are peerless controllers of the darkest skies, becoming living avatars of electrifying destruction. These scarce warriors appear and disappear in and out of the battlefield at the speed of lightning, leaving waves of corpses in their wake. They're so rare, some consider them myths. The electrical abilities of a Storm Soldier are granted by their Inherited Spark, a connection they have with tempests that can be gained in many different ways.

Inherited Spark

Upon choosing this archetype at level three, you understand the basics on how to channel the living plasma in yourself, forming a thunderous connection to the storms. This connection is represented by a number of Sparks, which is equal to your Fighter level plus your Strength modifier.

You can spend these Sparks to fuel various features. You start knowing three such features: Storm Shield, Lightning Barrage, and Electrical Channeling. You learn more features as you gain levels in this subclass.

When you spend a Spark, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended lightning back into yourself.

Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Inherited Spark save DC = 8 + your proficiency bonus + your Strength modifier

Storm Shield

You can use your bonus action to make a layer of lightning armor around yourself, gaining a d6 of temporary hit points for every Spark you expend. At level 7, the temporary hit points gained become 1d8, 1d10 at level 10, and finally 1d12 at level 15. These temporary hit points disappear when you rest.

Lightning Barrage

You can spend Sparks to create a volley of crackling energy with your action. You make a number of ranged spell attacks equal to how many Sparks you expend, capping out at your Strength Modifier, against targets in a 60-foot radius of you. On a hit, each attack deals 1d6 Lightning damage plus your Strength modifier. At level seven, they each do 1d8 each, 1d10 each for level 10, and 1d12 at level 15.

Electrical Channeling

You can spend a Spark to channel lightning into your weapon. Your next weapon attack deals extra d6 lightning damage to the target and all adjacent enemies. This extra damage increases 2d8 at level 7, 3d10 at level 10, and 4d12 at level 15. If you miss, the lightning stays on your weapon until the end of your current turn. The target of the original weapon attack can use their reaction to make a Constitution saving throw to hold the lightning in themselves, preventing creatures adjacent to them from taking Lightning damage. You can only use this once a turn.

Galvanic Blood

At seventh level, your experience lets you channel your Sparks in more ways. Whenever you score a critical hit, you regain a Spark. Additionally, you gain a flying speed equal to your walking speed when you dash, lasting until the start of your next turn. You also learn two additional Spark features: Stormy Step and Static Gale.

Stormy Step

As a reaction, you can spend five Sparks to briefly surround yourself with storm clouds, teleporting up to 30 feet to an unoccupied space that you can see, avoiding damage. All creatures between your original position and your new position must make a Dexterity saving throw or take Lightning damage equal to your Strength modifier.

Static Gale

As a bonus action, you can spend three Sparks to push a creature in a 60-foot radius of you a number of feet equal to five times your Strength modifier plus ten in any direction. If they are unwilling, they may take a Strength saving throw. On a fail, they also take 2d8 Lightning damage plus your Strength modifier, half on a success. This goes up to 2d10 at level 10 and 2d12 at level 15.

Living Flash

When you reach level ten, you master the storm, becoming one yourself; a Living Flash. You can spend your bonus action to become a Living Flash, which lasts for 1 minute. You turn normal if you are knocked unconscious. Also, you can dismiss being a Living Flash at any time (no action required). You also gain resistance to Lightning damage.

While a Living Flash, you gain the following benefits:

  • You are constantly under the effects of the dash action (you may still take the dash). This perpetual dash activates your Galvanic Blood feature.
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. You also gain immunity to Lightning damage.
  • Whenever you are targeted by a melee attack, the creature attacking you takes 2d10 Lightning damage. A creature only takes this damage once a turn.
  • You have advantage on Dexterity checks and Dexterity saving throws.
  • Whenever you expend Sparks, roll a d10. On a 10, you do not for that specific instance.

Standby Storm

At level fifteen, the energy inside of you is channeled far quicker. You gain a bonus to your Initiative rolls equal to your Strength modifier, you cannot be surprised while conscious, and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. You also gain three more Spark features: Jumpstarted Life, Disruptive Strike, and Plasmatic Grasp.

Jumpstarted Life

As a bonus action, you can restart a creature's heart, casting the revivify spell, requiring no components for three Sparks.

Disruptive Strike

You can channel disrupting lightning into your next weapon attack, attempting to disrupt a target's brain's signals for two Sparks. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. If you miss, the lightning stays on your weapon until the end of your current turn. You can only use this once a turn.

Plasmatic Grasp

For five sparks, you can cast the arcane hand spell as a bonus action, requiring no components, and your spellcasting ability for the spell is Strength. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Heart of the Storm

Upon reaching eighteenth level, you have fully mastered the storm, being able to channel a seemingly infinite amount of volts. While a Living Flash, a swirling funnel of wind picks up around you in a 30-foot radius, giving you the additional following benefits:

  • This area is difficult terrain for all creatures of your choice.
  • Your Lightning damage ignores resistance.
  • When a creature of your choice moves into or within the area, it takes 2d4 lightning damage for every 5 feet it travels. They also take this damage when starting or ending their turn in the storm.
  • Whenever a creature of your choice or you are targeted by Lightning damage, the Lightning damage is halved. This halved Lightning damage then merges with your storm. You can add that Lightning damage once to any weapon attack you make for the next minute.
  • Scoring critical hits makes you regain two Sparks.

You also learn the final Spark feature: Superbolt Smite.

Superbolt Smite

You can mark a number of creatures or objects equal to double your Strength modifier. A creature may only have one mark at a time, and these marks dissipate after 48 hours of being placed. With an action, you can spend 10 Sparks to call down a Huge superbolt of lightning on each marked creature and object. Each blast of lightning deals 10d12 plus your Strength modifier Lightning damage. After using this Spark feature, you gain 1d4+1 levels of exhaustion, and you cannot use it again for a number of days equal to seven minus your Strength modifier (minimum 1).

Finally, you can use your Living Flash feature twice a long rest instead of once.

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