Rogue
Base Class: Rogue

Most rogues are able to make quick work of their enemies through speed and cunning alone. Some, however, have found a means to improve upon those abilities through the use of electricity conjured from within themselves. Whether struck by lightning, experimented upon, or through some other cause, these rogues can harness that electricity to stun their foes and adapt their bodies to overcome the challenges before them. Due to this, they are known as "Voltblades"; those who seek and destroy like a well-harnessed lightning bolt.

Livewire

When you take this archetype at 3rd level, the electricity flowing throughout your body has granted you superhuman speed and agility. Your walking speed increases by 5 feet. This extra speed increases to 10 feet at 6th level, and 15 feet at 11th level.

Thousand-Volt Strike

At 3rd level, you learn to conduct an electric current through your weapons, potentially stunning your foes. When you deal your Sneak Attack damage to a creature, you can change the damage type to lightning.

In addition, when you deal lightning damage as part of a weapon attack, you can force the target to make a Constitution saving throw. The DC for this save equals 8 + your Dexterity modifier + your proficiency bonus, and on a failed save, the creature is stunned until the end of its next turn or it takes damage.

If you attempt to stun a creature more than once within 24 hours using this feature, the creature has advantage on all subsequent saving throws made after the first to resist this effect.

Levincloak

At 9th level, you are now capable of surging forth the energy within you to create an electrostatic field, allowing you to become unseen. As a bonus action, you can become invisible for one minute or until you deal damage. Anything you are wearing or carrying is invisible as long as it is on your person.

While you are invisible in this way, you gain the following benefits:

  • You can sense the bioelectric energies of living beings nearby, allowing you to know the location of any living creature within 30 feet of you.
  • When you force a creature to make a Constitution saving throw with your Thousand-Volt Strike feature, the creature makes its saving throw with disadvantage.

You can become invisible using this feature twice, and you regain all expended uses when you finish a short or long rest.

Surge Protection

Starting at 13th level, the increasing might of the electrical currents running through your system grants you protection from other sources of electricity. You are resistant to lightning damage, and are immune to the stunned and paralyzed conditions.

Invocation of the Storm

By 17th level, the currents you release through your weapons have become so potent that a single strike can render your foes immobile while also striking separate foes.

When you force a creature to make a Constitution saving throw with your Thousand-Volt Strike feature and it fails the save, that creature is paralyzed, instead of stunned, until the end of its next turn or it takes damage. If the creature makes this saving throw while you are under the effects of your Levincloak feature, the creature now automatically fails its saving throw.

In addition, when you deal your Sneak Attack damage to a creature as lightning damage, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes lightning damage equal to the roll's total, as lightning surges from your blade toward the creature.

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