Base Class: Sorcerer
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
Lightning Charger
3rd level sorcerer feature:
You are always electrically charged and any skin contact with you will result in the other creature to get shocked.
Whenever you deal lightning damage you can add 2 to the damage throw.
At the end of you turn if you dealt lightning damage this turn, you gain one additional charge, which increases the above bonus dmg by your proficiency bonus divided by 2 rounded down (min. 1).
You can have up to 5 charges.
If you receive lightning damage you may add two charges to this feature. If you receive charges this way, they can exceed the maximum charges you are allowed to have until the end of your turn.
You loose all charges 10 minutes after you resolved initiative. Charges can only be gained after rolling for initiative.
Enlightned
3rd level sorcerer feature:
You gain the following spells:
(if you already know any spell, you may choose another spell from the sorcerers list)
Lightning Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 3rd | shocking grasp, lightning lure |
| 3rd | witch bolt, chaos bolt |
| 5th | lightning bolt, thunder step |
| 7th | storm sphere |
| 11th | chain lightning |
3rd level: shocking grasp
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. You can also use Shocking Grasp if you are connected with a creature via the lightning lure cantrip or Witch Bolt. You can touch the connection and it will hit the creature automatically. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At higher level: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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3rd level: Lightning Lure
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 45 feet of you. The target must succeed on a Strength saving throw or take 1d8 lightning damage and keeps connected with you for up to 1 minute unless it uses an action to succeed on a Strength saving throw. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. You can only have one creature connected to you this way and you need one empty hand where the lightning energy springs from. Whenever you deal lightning damage to any creature the connected creature takes additional 1d8 lightning damage. (This does count for your lightning charges.)
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Also the range increases to 60 feet on level 11.
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3rd level: Chaos Bolt
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below. You can also always choose the damage to be lightning damage.
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
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3rd level: Witch Bolt .
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 3d4 lightning damage, and on each of your turns for the duration, you can use your action to deal 3d4 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 3d4 for each slot level above 1st.
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5th level: Lightning Bolt
A stroke of lightning forming a line of 100 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
Additionally you are able to focus the lightning bolt more precisely to aim it at just one target for 12d6 lightning damage.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
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7th level: Storm Sphere.
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature of your choice in the sphere when it appears or that ends its turn there must succeed on a Dexterity saving throw or take 3d6 lightning damage, half on a successful save. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 6d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th
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11th level: Chain Lightning.
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as four other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by two of the bolts. But any second hit does only half dmg.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Lightning Prodigy
6th level sorcerer feature:
You cannot be blinded by light and lightning spells make your eyes spark for 10 minutes.
You gain resistance to lightning damage and immunity from own spells that deal lightning damage and if you deal lightning damage you can ignore resistance against lightning.
Additionally if any creature within 100 feet you can see takes lightning damage, you can use your reaction to absorb that damage and add two charges to your lightning charger feat.
You may reduce your lightning charges by two, to reroll any failed rolls to maintain concentration and to reroll failed dexterity saving throws. You must use the second roll.
Electro
14th level sorcerer feature:
Creatures connected to you with your lightning lure or witch bolt cannot hit you with opportunity attacks.
When you are attacked you can use your reaction to switch positions with any creature you are connected with through your lightning lure and witch bolt. And the creature would be hit by the attack instead of you. You can also switch positions as bonus action on each of your turns.
When you cast lightning bolt you can teleport to any location on its way as you move through the lightning.
Lightning Soul
18th level sorcerer feature:
You gain immunity to lightning damage and resistance to thunder damage. If you deal lightning damage you can treat immunity to lightning damage as resistance to lightning damage.
You also gain a magical flying speed of 60 feet and you can hover.
While you hover and cast lightning bolt you can cast it vertically. If you do so it hits a 10 feet square within 120 feet of you and you can summon three streams which must be directed at different targets on the ground or at single (or none) creature horizontally. (Any horizontal blast you do this way may maximal hit one creature)
You can also teleport with the chain lightning spell similar to the lightning bolt spell.
Your lightning charges can go up to 10 now and when you roll for initiative you get 2 charges.
Previous Versions
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