Electric Wizard
Storm sorcerer[edit]
As an offspring of gods and dragons, a birth during a turbulent storm, or a prodigy birth you were born with a strong bearing on lightning and thunder. Your magic strengthens your body and electricity runs through your veins, causing you, the blessed among mortals, to become a machine of mass destruction.
- Electrical affinity
All of your spells from the thundering electric element deal extra damage equal to your Charisma modifier + Proficiency Bonus
- Elemental Armor
At 1st level, as long as you're not wearing armor, your AC is 10 + your Charisma modifier + your Dexterity modifier, and you gain resistance to the element you have an affinity for.
- Defibrillator
At 4st level, The constant electric current through your body manifests itself in moments of great crisis, once per long rest if you drop to 0 life points and your body is in a condition to be resurrected, the electricity flows through your body like a shock and your heart will beat again making you get up with 1 HP.
- High voltage
At 5th level, you gain a +2 to both your ranged spell attacks and your spell saves for spells. And spells using the element of your Elemental affinity ignores resistance for the purpose of damage calculations.
- Overload
At 8th level you have achieved an even greater destructive capacity in your electric spells, granting you an additional +5 damage to your attacks with your affinity element. You roll with advantage on all your magical attacks.
- Load accumulation
Now at level 12 you have the ability to accumulate magic charge points equal to half of your charisma modifier + 4. You can spend a charge to do one of the following effects:
- You can spend half of your points (rounded down) to double the amount of shells launched
- You can add a damage die equivalent to the amount of points you spend
- You can spend points to add your CA up to a maximum of 2
(These effects cannot be mixed with effects of their own that alter the spell as metamagic or talents that have similar effects)
- Elemental Immunity
Starting at 12th level you gain absolute immunity (which cannot be ignored either by physical or magical means) to the element you have an affinity for. Also, you treat immunity as resistance, and resistance as nothing whenever you deal damage to a creature with a spell that matches your elemental affinity.
- Maximum energy
When you reach level 14, once a day you can ignore the roll of one of your affinity spells by treating them as a critical hit.
- Elemental Superiority
Once you reach 20th level,You've reached the apex of your electric control, once per long rest you can choose to double the damage of one of your spells with your affinity element or completely ignore the checks they require by treating them as a direct hit (This skill can be used with the max energy skill).
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