Rogue
Base Class: Rogue

While most rogues favor stealth and subterfuge, others favor shock and awe. These rogues, charges with the elemental lightning itself, are one such archetype. They surge for one target to the next with speed and dazzling grace in a blinding display that leaves survivors dazzled and casualties fried to a crisp.

Lightning Strike

When you take the archetype at the 3rd level, You can read, speak and write Auran. You can also use an action to cover yourself with lightning and surge forward 20 ft in a straight line in a brilliant flash of light and with a thunderous roar. This movement does not provoke an opportunity attack.

    All creatures within 5 feet of the line which you moved must succeed on a Constitution saving throw (Dc = 8 + your proficiency bonus + Constitution Mod) or be blinded and deafened as well as taking until the end of their next turn. During or after this movement you can make a weapon attack. If you use your sneak attack the extra damage is lightning instead of the weapons type.

 

 You may use this ability three times per long rest, regaining one use after a short rest and all uses after a long rest.

 

  At 5th level and again at 9th,13th and 17th levels the maximum distance you can travel increases by 5 feet.

 

You gain access to an array of electric-based spells, learning shocking grasp immediately and gaining more at later levels, however, if you may only use any spell twice aside from shocking grasp.

Storm Javelin

You gain proficiency in weapons that have the thrown property and add the finesse property to said weapons as well when you wield them. You can use an action to create a javelin from a regulated current of lightning in an empty hand. The javelin deals  1d6 lightning damage and disappears after either hitting a target when thrown or when otherwise leaving the user's hand.

Feedback Current

Beginning at 9th level, whenever you use uncanny dodge, you can move 15 feet away from your attacker in a burst of sparks dealing 1d4 lightning damage after you take any remaining damage. This movement does not provoke attacks of opportunity.

Child of the Storm

Starting at 13th level, you gain resistance to lightning, thunder and falling damage. You can also predict the weather in the next 8 hours with perfect accuracy, and any metal weapon you use will now deal half of its normal damage as electric on hit, along with gaining advantage on targets that are touching or wearing metal objects.

From a Clear Sky...

Starting at 17th level, you can travel vast distances as a thunderbolt. YOu can travel to any point you can see by transforming into a bolt of lightning that arcs into the air and come crashing down at the point of your choice with a mighty flash and a roar of thunder all creatures within 5 miles can see and hear. All creatures and objects within 10 feet of the impact zone take 2d6 lightning and 1d6 thunder damage.

You may only use this twice every 5 minutes

 

To use this feature, both you and the target zone must be outside.

Living Battery

Starting at 13th level, you are now able to use metal you have touched before within the last hour as conductors. You may channel an arc of electricity to any metal object you have touched in any way. If such a weapon is embedded in an enemy, they take 2d10 electric damage for each turn the stream of electricity remains constant. There cannot be any sort of obstruction between you and the target, and you cannot use your hands for any other action.

You may also sense the electrical pulses of living being nearby, such as accelerated heart rate, increased brain activity or how near they are to death. Once per long rest, you may use an action to use your hands to defibrillate and stabilize an ally who is unconscious.

By concentrating your electricity into more focused currents, you ignore resistance to electrical damage and turn immunity into resistance.

 

Eye Of The Storm Image

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