Rogue
Base Class: Rogue

Strike as quick as a stroke of lightning; strike with the full fury of a thousand raging storms; strike hard, fast, far, and true. These are the tenets of Thunderstrikers, who manipulate innate electrical energy to enhance their physical abilities.

Conduit

When you choose this archetype at 3rd level, the tempest within you manifests. You gain the following benefits:

  • Your walking speed increases by 5 feet. It increases by another 5 feet when you reach 13th level.
  • You become resistant to lightning and thunder damage, and you can speak Auran.
  • You learn the Lightning Orb (Lure) cantrip. Charisma is your spellcasting ability for it.

Storm Bolts

Also at 3rd level, you learn how to channel your innate electricity through javelins. You gain the following benefits:

  • You can use Dexterity instead of Strength for ranged weapon attacks you make with javelins.
  • Attacking at long range doesn’t impose disadvantage on your attack rolls with javelins.
  • When you apply Sneak Attack on a ranged attack with a javelin, you can choose for the additional damage to be either piercing or lightning.

In addition, as a bonus action, you can conjure a javelin composed of lightning in your hand, which you can only use to make ranged weapon attacks. This javelin deals lightning damage, and dissipates immediately after you use it to make an attack. When making a ranged attack with this javelin, you don’t need advantage on the attack roll to use your Sneak Attack if no other creatures are within 5 feet of the target and you don’t have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.

Storm Stride

By 9th level, your muscles are suffused with the strength of the storm, allowing you to move quicker and leap farther. Whenever you use your Uncanny Dodge, you can turn into a shower of sparks and move up to 15 feet away from the attacker without provoking opportunity attacks after taking damage from the attack. In addition, whenever you Dash on your turn, your jump distance is doubled for the turn.

Tempest Child

At 13th level, you gain immunity to lightning and thunder damage. In addition, if you spend at least one minute outside, you can accurately predict the weather for the next eight hours.

Crashing Step

Also at 13th level, you gain the ability to momentarily accelerate yourself to blinding speeds, leaving a burst of lightning in your wake. You can cast the Thunder Step spell, using Charisma as your spellcasting ability. You cannot bring objects or creatures with you. After doing so, you gain advantage on the next attack roll you make before the end of your next turn. Once you have used this feature, you can’t do so again until you finish a short or long rest.

Bolt from the Heavens

When you reach 17th level, you can charge up a javelin with electricity to smite your enemies. As an action, you throw a javelin at a point you can see within one mile. Any creature within 5 feet of that point must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 3d10 lightning damage on a failed save and half as much on a successful one. Each creature within 30 feet of the point, including creatures that have already made a saving throw, must make another Dexterity saving throw, taking 3d10 lightning damage on a failed save and half as much on a successful one. You can then immediately teleport to one unoccupied space within 5 feet of the point. Once you have used this feature, you can’t do so again until you finish a long rest.

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