Rogue
Base Class: Rogue

Your soul has a strange yet intricate connection to the elemental planes of fire and wind, and the chaotic combination of the two result in strong electric currents which emenate from your body. Such a phenomenon is rare, and although arcane in nature their uses are limited, while their mastery can prove to be as keen as any dagger. Similar to sorcerers yet scaled down in the raw arcane essence flowing through your veins, you are able to manifest similar phenomenons.

Conduit

When you choose this archetype at 3rd level, at the stat of your turn,  you may cause a quick burst of electric energy to surge through you (Bonus action).While in this state you gain the following benefits.

  • Your walking speed increases by 5 feet. This bonus increases to 10 at the 10th level.
  • Your sneak attack damage counts as lightning damage
  • You have resistance to lightning damage
  • You have advantage on dexterity checks and saving throws
  • Once peruse of conduit, you may use an action to create an explosion of electricity in a 10 feet dome around you. Any creature within the vicinity must make a dexterity saving throw, taking 4d6 damage on a failed save or half as much on a successful one. If you wish to reuse this ability, you need to exit conduit and expend a use to re-enter it. The DC for the check is 8 + your proficiency bonus + your Wisdom modifier. 

Weapon charge:

While using conduit and When you hit a creature with a melee weapon attack you can deal extra lightning damage in addition to the weapon's normal damage. The extra damage is 1 d4 for every 10 feet travelled this turn. The creature needs to make a dexterity saving throw. On a failed save, it takes full damage and on a successful one, half damage.  The DC is 8+ proficiency bonus + wisdom modifier.

Conduit ends if you become incapacitated or if you choose to end it at the start or end of your turn. Conduit lasts up to 1 minute.

You may use Conduit a number of times equal to your proficiency bonus, all expended uses are restored after taking a long rest.

Thunder

Upon getting this feature on the 9th level, if a creature is forced to make a saving throw against an effect you caused and is lightning attributed, you may use your reaction to impose disadvantage on the roll. Additionally, if you score a critical hit against a creature while conduit is active, you may use the electrical explosion without expending its use.

Lightning Step

Starting at 13th level you gain the ability to near-instantly travel short distances with a burst of electricity. As a bonus action you may teleport to any unoccupied block within 30 feet of you that you can reach without swimming or flying. 

Leaping bolt

Beginning from the 17th level when you get this feature, once per turn, when you deal lightning damage to a target, you may choose a creature within 10 feet of the target. That creature needs to make a dexterity saving throw and on a failed one take half the lightning damage of the original attack.

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2021 10:02:41 AM
9
0
0.1
Coming Soon
2/13/2021 12:42:13 PM
11
0
0.2
Coming Soon
2/14/2021 4:19:36 PM
74
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes