Base Class: Rogue
Thunderbolts are powerful agents of their own or another's whims. Some are born to storm sorcerers or are the children of clerics devoted to gods and goddesses of storms, others are ordinary people that alter their blood or bodies with magnetic and ionised metals to charge themselves with electrical energy. However they come about, thunderbolts earned their name, striking into battlefields like lightning.
Arsenal of Storms
Beginning at 3rd level, you learn to generate weapons forged out of solid lightning to hurl at an enemy within range; choose one of the weapons listed below. If you do not have proficiency with it, you do for any attacks you make with that weapon type when you conjure it in this way. All weapons conjured in this way qualify for sneak attack. Once an electrical weapon hits or misses, it disappears.
Throwing Knife. Ranged Weapon Attack, range 20/60. Hit: 1d4 lightning damage. When you hit, you can make a second attack as a bonus action, with disadvantage if you target a creature different from the first.
Javelin. Ranged Weapon Attack, range 30/120. Hit: 1d6 lightning damage. If a creature has taken lightning damage since the end of its last turn, you have advantage on this attack.
Thunderhammer. Ranged Weapon Attack, range 30/120. Hit: 1d6 lightning damage. A creature hit by this attack that can hear is deafened by thunder until the end of its next turn.
Reverse Charge
From 9th level, when you use Uncanny Dodge as your reaction, you can charge yourself with lightning and teleport to an unoccupied space of your choice within 20 feet. This movement does not provoke opportunity attacks.
Child of the Storm
Beginning at 13th level, you have resistance to lightning and thunder damage.
Electric Strike
Also from 13th level, when you deal sneak attack damage to a target, you can choose for the damage to become lightning damage.
Additionally, once per short rest, if the target is a creature it must succeed on a Constitution saving throw or be stunned for 1 minute. The save DC for this attack is 8 + your Proficiency bonus + your Constitution modifier. The creature may reroll the saving throw at the end of each of its turns to end the condition.
Stormcloud
Once you reach 17th level, while outdoors, you can conjure a mighty 30-foot-radius storm cloud 100 feet above a point within 300 feet. While the storm cloud is active, you gain the following benefits while beneath it:
- When you use your action to attack with your Arsenal of Storms, you can make two attacks instead of one. You may use the same or different weapons, but at least one must be the throwing knife in order to attack with the knife as a bonus action.
- As a reaction when you are hit by a melee attack, you can discharge a reactive bolt of lightning from yourself. The attacking creature takes 1d10 lightning damage.
- As an action, you can teleport to any location beneath the storm cloud, when you do so you can make an Arsenal of Storms attack as a bonus action.
- As an action, you can cause a bolt of electricity to strike against a creature beneath the cloud. Make a ranged weapon attack; on a hit, the target must make a Dexterity saving throw of a save DC of 8 + your Proficiency bonus + your Constitution modifier. On a fail, the target takes your sneak attack damage as lightning damage. On a success, it instead takes 3d6 lightning damage.
The storm cloud lasts for 1 minute or until you lose concentration, move inside, or end it as a bonus action on your turn. Once you conjure a storm in this way you cannot do so again until you finish a long rest.
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