Rogue
Base Class: Rogue

As your family tradition dictates all children must go throu the Lightning trial.

Those who complete the trial will be gifted with enormus power.

This power will manifest when they have come of age and reach their full potential to be able to start harnessing this gift. 

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: shocking grasp and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Godspeed Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and evocation spells on the wizard spell list.

The Spells Known column of the Godspeed Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

At 13 level you will automaticly learn call lightning this spell will allways be prepared for you, it cant be switched with other spells.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Trickster Spellcasting

ROGUE

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Godspeed

Lightning resistance:

You gain resistance to lightning damage as long as you are not wearing armor that is heavy or primary made of metal.

You can add lightning resistance to your defences as long as above restriction is met.

Lightning Cache:

You harness all leftover lightning damage that didnt damage you, rounding up or down to the nearest even 10.

The damage is stored within you in your cache as nodes, the cache can store nodes up to the soft limit at 100 nodes and up to the hard limit at 200 nodes.

There can not be below 0 nodes stored in the cache.

During a short rest you can store 20 nodes in your cache, you can not store above your soft after a short rest.

After a long rest your cache is reset to 20 nodes.

Lightning Cache, Overcharge:

At any time if you would end your turn with nodes above your soft limit you will have to make a constitution saving throw, the DC is 10+1 for every 10 nodes above your soft limit.

If you fail you gain the condition Paralysed until the end of your next turn and your nodes drops down to 50.

At any time if you would gain nodes above your hard limit you will instantly fall uncionsious and lose all nodes. You will be unconsious until the end of your next turn or if a creature uses its turn to wake you up.

 

Godspeed:

With your nodes you can manipulate the lightning damage you have stored. This will fuel your abilities and draining your Lightning Cache.

Lightning Touch, 20 nodes

By charging up you impower your next melee weapon attack, making it deal an extra 1d8 lightning damage.

The damage dice increase by 1d8 dice on level 9/13/17.

Lightning Speed, 30 nodes

As a bonus action, until the start of your next turn a creature who uses an oppertunity of attack against you has disadvantage on the attack.

Lightning Reflexes, 40 nodes

As a reaction, when another creature inflicts one of the following conditions on you, you gain advantage with your save.

Blinded, Incapasitated, Restrained.

Lightning Cloak, 50 nodes

As an action you conjure a cloak that covers yourself with harmful lightning and boosts your defence.

The cloak lasts up to 1 hour or until you dismiss it.

You gain 5 temporary hit points, if a creature hits you while you have these hit points, the creature takes 5 lightning damage.

The temporary hit points increases by 5 at level 5/7/9/11/13/15/17/19.

The lightning damage increases by 5 at level 5/9/13/17.

Lightning Reserves

Lightning Cache Improvement

You gain an additional 20 nodes when taking a short and/or long rest.

Your cache soft limit is increased by 50, you can now safley store 150 nodes.

Your cache hard limit is increased by 50, you can now store up to 250 nodes.

The rules for going over the limits is still the same.

Lightning Immunity

You can replace your lightning resistance with lightning immunity as long as you are not wearing armor that is heavy or primary made of metal.

You can add lightning immunity to your defences as long as the restrictions above are met.

Lightning Incarnate

Once per long rest you can use an action to activate Whirlwind.

Whirlwind:

Once per long rest you can use this power when you have 200 nodes.

For the duration you gain the following:

Double speed

+2 bonus to your AC

Advantage on dexterity saving throws

An extra action each turn. The action can be used only to take the attack (one weapon attack only), Dash, Disengage, Hide or Use an object action.

You are unable to cast spells as long as this ability is active, spells you have already cast before activating this ability will still in effect such as call lightning.

For the duration, at the start of each of your turns your Lightning Cache is reset at your soft limit. You do not have to roll any constitution saving throws for nodes above your soft limit at the end of your turn.

At the end of the duration or if you end it early your nodes will reset to your soft limit.

Previous Versions

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