Electric Wizard (5e Subclass)

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Scales.png This page is of questionable balance. Reason: This doesn't follow Sorcerous origins leveling schema (1st level and again at 6th, 14th, and 18th level), and gives way too many features. Also, the removal of "once per long rest" now allows Defibrillator to allow you infinite revives XD


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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Is this Storm Sorcerer or Electric Wizard? Also, is this just features added to this sub?


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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 and 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 elétrico Damage.

Defibrillator

the electric current runs through your body and once you fall to 0 life points your heart is resurrected 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.


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

- You can sacrifice all your remaining points to get an extra reaction.

(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 17, 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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