Fighter
Base Class: Fighter

A bad weather themed fighter subclass. Yes, I’m lazy when it comes to descriptions 

Lightning Stun

Upon choosing this subclass at 3rd level, you are able to expel bolts of lightning out of your body, overloading the nervous system of your target. When you use an attack action to discharge lightning out of your body, the target must make a Dexterity saving throw. The DC is equal to your Constitution score. The target takes no damage if they succeed their Dexterity saving throw. If they fail, they take 1d10 + your proficiency modifier in lightning damage. Additionally, if the target is hit by the lightning, they must also make a Constitution saving throw with the same DC as before. If they succeed, they are unaffected. If they fail, they are stunned until the start of their next turn. The range of Lightning Stun is 30ft. The damage of Lightning Stun scales as you level up. It becomes 2d10 at 6th level, 3d10 at 9th level, 4d10 at 12th level, 5d10 at 15th level, and finally 6d10 at 18th level.

Cleansing Rain

As an action, you create a small rain cloud above you and one other creature that you can see. As the cloud(s) begin to rain, they remove 1d4 negative effects of your choice. Additionally, the cloud(s) remain for a short period of time after you create them. They continue to protect you and the chosen creature from gaining negative effects for a number of combat rounds equal to your proficiency modifier. Any water the clouds produced immediately dries once the clouds are gone. You may reuse this ability after completing a short or long rest.

Lightning Chain

Upon reaching level 10, you are able to issue a short range, high voltage shock that is able to arc from target to target. When you use your action to dish out the shock, the target must succeed a Dexterity saving throw. The DC is equal to your Constitution score. If they succeed the saving throw, they take half damage and the shock cannot arc. If they fail the saving throw, they take 5d6 + your Constitution modifier in lightning damage. If there is another target within 10ft of the original target, you may arc the lightning to that target. They must make the same Dexterity saving throw as the original target. If they fail, they take 3d6 + your Constitution modifier in lightning damage. If they succeed, the arc ends and they take half damage. The only other way to end the arc is to run out of targets or choose not to continue the chain of lightning. You may use this ability once every long rest. The range of this ability is 15ft.

Shock Therapy

Upon reaching level 15, you gain total immunity to lightning damage. Lightning damage now heals you half the damage it would have dealt. Additionally, you can channel electricity to restart a fallen ally’s heart. As long as they have been dead for no more more than a minute, you may roll a d20. If you roll higher than 15, you successfully revive them. However, this does not mean they are completely healed. It only restarts the number of death saves they need to make. Rolling to revive a recently deceased ally counts as a flat check. Meaning you do not add any bonuses to the roll. Reviving a dead teammate takes an action. You must be close enough to touch the creature you want to revive. 

Unlimited Power

Upon reaching level 18 you can save up an unlimited amount of energy before unleashing a devastating attack on an enemy. As a reaction to being missed with an attack, you may set aside a die of your choosing. This can range from a d4 to a d20. You cannot use a d100 as that would require more than one die. Once you’ve stored up as much energy as you want, you may use your action to expel the energy at a single target (use all the dice you set aside for the damage). The target must make a Dexterity saving throw to dodge out of the way. The DC is equal to your Constitution score. If they succeed, they take half damage and are not moved. If they fail, they take full damage and are blasted backwards 5ft for every damage dice you rolled. The creature will not be moved if they are a size bigger than you.

Cloud Form

As a reaction to an attack (wether it be ranged or not), you may alter your physical form into one that is similar to a cloud. This allows you to ignore the damage of that attack. You revert back to your physical form after the attack is completed. Alternatively, you can use your action to alter your physical form into a storm cloud. Any creature that begins their turn within 10ft of you while you’re in your storm cloud form will take 2d6 + your Constitution modifier in lightning damage. While in the storm cloud form, you can move only 10ft on your turn. You may only stay in this form for 1d4 rounds of combat. You can only use this ability once every short or long rest. This goes for both forms. You must use one or the other.

Overcharge

Upon reaching level 15, you are able to spend an action to cycle electricity through yourself in a way that agitates the body and sharpens the senses almost like a strong adrenaline rush. While Overcharge is active, you gain resistance to bludgeoning, piercing, and slashing damage. This resistance is ignored if the damage is dealt via magical means. You also get a bonus 20ft to your movement speed. You also gain another attack action. Finally, creatures have disadvantage on ambushing you. Overcharge lasts until combat ends or you are incapacitated. You can use it once every short rest. After Overcharge ends, you must roll a d4. The number you get determines the affliction you gain.

1-Splitting headache: you have disadvantage on all checks that rely on Wisdom

2-Convulsions: you have disadvantage on all checks that rely on Dexterity

3-Nerve damage: you can only use half your hit dice

4-Fatigue: you gain a level of exhaustion

Each time you use Overcharge, you must roll a d4 and add the new affliction with the previous afflictions. If you roll the same number as before, reroll the d4 until you get a number you haven’t gotten before. All afflictions dissipate after completing a long rest.

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