Fighter
Base Class: Fighter

You have a living lightning elemental within you. Because of the elemental you can manipulate the lightning and thunder to aide you in battle. The elemental grows stronger the more you use your lightning power. The lightning elemental can be an ally or a foe that must be controlled in order to fully be able to unlock it's power.

Conduit Charge

Starting at level 3 the lightning elemental within you awakens! You gain the ability to charge and discharge electricity allowing you to execute Lightning Empowered Attacks. After a short or long rest you gain Charge Points Rolls equal to your Dexterity modifier. Your Dexterity modifier serves as your maximum Charge Points Roll. Use these Charge Points Roll to execute Lightning Empowered Attacks. 

You can regain expended Charge Points Roll in three ways:

  • When you succeed on a Dexterity saving throw.
  • Use the action Charge Up!

Your Charge Point Roll increase in size as you level up: lvl3 (d6), lvl5 (d8), lvl11 (d10), lvl17 (d12)

Some of your Lightning Empowered Attacks require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Lightning Empowered Attacks save DC = 8 + your proficiency bonus + your Dexterity modifier

Lightning Empowered Attacks:

Charge Up!: Once per turn after two consecutive melee attacks hits you may gather the energy produced in the fight to gain one Charge Point and regain a number of Hit Points equal to 1d4 plus your wisdom modifier! You can only do this action 1 + Wisdom Modifier per short rest.

Electrify Weapons: As a bonus action, electrify your weapons to deal an additional 1d4 lightning damage on weapon hits. As long as you have one Charge Point your weapons stay electrified while you hold the weapon or until you complete a short/long rest. Once per turn after two subsequent melee attack hits you may gain one extra Continuity Point on the second hit. You may not use Charge Up! if you do this and vice versa. Each time you deal lightning damage from Electrified Weapons you gain a Continuity Point but when you fail a weapon attack you loose one Continuity Point. This bonus action can be done out of combat.

The lightning damage is increased at later levels: 1d6 level 5, 1d8 level 11 and 1d10 level 17

Lightning Strike: After a weapon melee hit you may choose to spend 1 or more Charge Points to deal 2(Charge Roll) lightning damage to the creature you attacked last.The creature must make a Dexterity saving throw, receiving half lightning damage on a successful save. Increase the lightning damage of this attack by 1(Charge Roll) for each Charge Point used. This ability consumes all Continuity Points to deal 1d4 lightning damage per point consumed.

Electric Field: Use the electricity within you to create an electric field that either protect you or your allies from incoming damage.Once per round when you or another creature you can see within 30 ft. of you takes damage and you have a Charge Point, you can use your reaction to do a Charge Point roll and reduce the damage taken by it plus your wisdom modifier. If you roll the highest value of the die this reaction consumes a Charge Point.

Some of the Lightning Empowered Attack will give you Continuity Points that can be used to enhance your attacks even more!

Continuity Points:

You loose all Continuity Points if you change targets and the last target did not die. If you do the killing blow to the target you carry the Continuity Points in the attack on the next target. If you don't do the killing blow to the last target you may use an action to not loose your current Continuity Points.

For each Continuity Point available for use increase your melee weapon hit roll by 1.

When you have 3 Continuity Points after you either use Lightning Strike or hit with a weapon melee attack the target must succeed on a Strength saving throw or be incapacitated until the end of your next turn. This consumes all points! At level 10 you paralyze the creature instead of incapacitating the creature. 

Ferrokinesis:

If you have at least 2 Charge Points you can move a loose metal object or a creature wearing medium or heavy armor by manipulating them with electricity. As an action, you target one metal object that is Large or smaller or one willing creature wearing medium or heavy armor, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. 

 

Lightning Attunement

At level 7 you are mastering the powers of thunder and lightning learning to transform your body and a willing creature of your size or smaller into pure electricity to traverse distances at the speed of light. You also learn a new Lightning Empowered Attack to strike more than one foe at a time.

Streak:

Use a Charge Point to teleport yourself to an unoccupied space you can see within 90ft. If there is an enemy creature at the destination you gain one Continuity Point.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this action, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

New Lightning Empowered Attack: Chain Strike

After a melee weapon attack hit you may use 1 or more Charge Points to deal 1(Charge Roll) lightning damage to the target. For each extra charge point used you increase the lightning damage by 1(Charge Roll). This attack consumes all Continuity Points available and for each point consumed the lightning damage chains to a creature that are in 10ft of the last target hit by the lightning damage. If you Consume more than 4 Continuity Points force the targets to succeed on a Strength saving throw or be incapacitated until the end of your next turn.

 

Lightning Blood

At level 10 the lightning elemental and you become attuned giving you the ability to assume the form of the lightning elemental, immunity to lightning damage and being paralyzed , resistance to thunder damage and your Continuity now paralyzes the target.

Lightning Form:

As an action, you can let the inner lightning elemental out assuming it's form per short rest.You can stay in a Lightning Form for a number of hours equal to half your fighter level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

The recommended lightning elemental is https://www.dndbeyond.com/monsters/50677-lightning-elemental

Lightning Blood:

Electrical energies flows through your body giving you resistance to lightning damage and when ever you are hit by lightning damage you gain 1 Charge Point.

Idea: Charge the point by using reaction?

Improved Continuity:

At 4 Continuity Points you paralyze the creature instead of incapacitating the creature.

Ferrokinesis Master

At level 15 you are almost completely attuned with the lightning element giving you new abilities and improving old ones.

Lightning Fast

When you take the dash action you move without provoking attacks of opportunity.

Polarized Armor
You can now add half of your dexterity modifier to your AC when wearing medium armor.

Improved Ferrokinesis:

Against Creatures. You can try to move a Huge or smaller creature that has metal armor or items on them. Make an ability check with your wisdom ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this ability. Until the end of your next turn, the creature is restrained in your ferrokinesis grip. A creature lifted upward is suspended in mid-air

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this action

If the object is worn or carried by a creature, you must make an ability check with your wisdom ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this ability.

Metal Stop

You gain a reaction ability to consume a Charge Point to stop an incoming attack that is done with a metal weapon towards you or your ally, you must make an ability check with your wisdom ability contested by that creature's Strength check. If you succeed you stop the attack and force the weapon out the target dropping it to their feet.

Eye of The Storm

Eye of The Storm

Starting at level 17 you and the lightning elemental combine your strengths allowing you to spend up to your maximum amount of Charge Points to create an aura of lightning around you. Up to 5 creatures you designate within 15 ft of you suffer (# of Charge Points)d10 damage, all creatures must make a Dexterity saving throw, receiving half damage on a successful save. For a minute, any creature that ends or starts its turn within 10ft of you suffers 1d10 of lighting damage and you gain 1 Continuity Point for each creature hit. If you spent 3 or more Charge points you gain the effects of Haste. If you spend 5 Charge points this effect lasts 2 minutes and the end/start of turn damage increases to 2d10 lightning damage. While under this effect you gain flying speed equal to your current walking speed and your weapons are electrified. You must complete a long rest to use this ability again.

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