Galvanist (5e Creature)
Galvanist[edit]
Medium humanoid (any race), any alignment Armor Class 13 (leather armor)
Saving Throws Dex +4, Int +5 Animating Lightning. If the galvanist would deal lightning damage to a creature, it can choose to deal no damage to that creature, and for the creature to regain hit points equal to the lightning damage it would have dealt. ACTIONSElectrogauntlet. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage and 4 (1d8) lightning damage. Galvanic Shock. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 9 (2d8) lightning damage. Galvanic Overload (Recharge 6). The galvanist uses one of the following galvanic overloads: Electrolysis. The galvanist launches a bolt of lightning in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.
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Masters of harnessed lightning, galvanists have crafted a variety of devices powered by and capable of unleashing overwhelming electrical energy. They have intimate knowledge of anatomy and physiology and know exactly where and how to deliver their lightning bolts, ensuring maximally effective healing or damage. In battle, galvanists prefer to avoid danger, using their skills to attack foes from a distance and keep their allies in fighting shape. |
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