Lightning Warrior (5e Class)

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Lightning Warrior[edit]

Introduction[edit]

Thunderous Beings[edit]

Lightning Warriors have lightning coursing through their body, causing them to have the ability to empower their attacks with thunderous power!

Creating a Lightning Warrior[edit]


Quick Build

You can make a Lightning Warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the soldier background. Third, choose Chainmail, a Longsword, and an Adventerer’s Pack.

Class Features

As a Lightning Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Lightning Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lightning Warrior level after 1st

Proficiencies

Armor: light, medium, heavy, shields
Weapons: simple, martial
Tools:
Saving Throws: Dexterity, Strength
Skills: Athletics, Acrobatics, Intimidation, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chainmail or (b) leather armor, a longbow, and a quiver of 20 arrows
  • (a) a longsword or (b) two shortswords or (c) a light crossbow and 20 bolts
  • (a) an adventurer’s pack or (b) a dungeoneer’s pack or (c) 150 feet of rope, 20 large nails (step-sized), two climbing hooks
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Lightning Warrior

Level Proficiency
Bonus
Features Lightning Charges
1st +2 Thunderous Strike, Storm Resistance -
2nd +2 Electrical Affinity, Lightning Surge 3
3rd +2 Thunderous Path, Thunderous Path Feature 4
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Electric Shield 5
7th +3 Lightning Conductor, Thunderous Path Feature 6
8th +3 Ability Score Improvement 6
9th +4 Thunderous Roar 7
10th +4 Electrical Fury 7
11th +4 Thunderous Path 8
12th +4 Ability Score Improvement 8
13th +5 Storm’s Wrath 9
14th +5 Lightning Mastery 9
15th +5 Thunderous Path Feature 10
16th +5 Ability Score Improvement 10
17th +6 Electric Vortex 11
18th +6 Arc Lightning 11
19th +6 Ability Score Improvement 12
20th +6 Lightning Ascendant 12

Lightning Adept[edit]

Starting at 1st level, you gain a form of lesser control over electricity. You learn the shocking grasp and lightning lure cantrips. Wisdom is your spellcasting ability for these spells.

Thunderous Strike[edit]

At 1st level, once per turn when you hit a creature with a melee weapon attack, you can charge your weapons with lightning energy, causing additional 2d6 lightning damage. This damage increases to 3d6 at 6th level and 4d6 at 14th level.

You can use this feature a number of times equal to your Proficiency Bonus. You regain expended uses after a long rest.

Electrical Affinity[edit]

Starting at 2nd level, once per turn when you deal lightning damage, deal extra lightning damage equal to your Proficiency Bonus.

Charged Warrior[edit]

At 2nd level, your body is infused with electrical energy, which you can then use to manifest multiple lightning powers. Your access to this energy is represented by an amount of Lightning Charges you have. Your Lightning Charges are shown on the Lightning Charges column on the Lightning Warrior table.

You start knowing three features that require lightning charges: Lightning Surge, Electric Shield and Storm's Wrath, and learn more as you gain levels in this class.

You regain all Lightning Charges used whenever you finish a short or a long rest. If a lightning charged feature requires a save, you use the following calculation: Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Lightning Surge

You can spend 2 lightning charges as an Action to move up to 30 feet in a straight line, passing through other creature's spaces without provoking opportunity attacks. Any enemy you pass through must make a Dexterity saving throw or take 2d6 lightning damage. If you end your movement in an occupied space, you suffer 1d10 force damage and is expelled towards the nearest unoccupied space.

You can spend additional charges when using this feature, increasing the damage in 1d6 per charge spent.

Electric Shield

As a Reaction when you are hit by an attack, you can spend 2 lightning charges to surround yourself with a electric field. This grants you a +5 to your AC, potentially turning a hit into a miss. In addition, if the attacker is within 30 feet, it must succeed on a Dexterity saving throw, taking 1d10 lightning damage on a failed save, or half on a success.

You can spend additional charges when using this feature, increasing the damage in 1d10 per charge spent.

Storm's Wrath

As a Reaction when you take lightning damage, you can spend 2 charges to absorb the electricity, gaining temporary hit points equal to half the damage taken. In addition, the next melee weapon attack made by you until the end of your next turn causes additional 2d6 lightning damage.

Thunderous Path[edit]

At 3rd level, you chose a Thunderous Path. Choose between Path of Destruction, Path of Volts, or path of Change, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th.

Electroreception[edit]

At 3rd level, you can spend 1 charge to as an Action to gain blindsight up to a range of 30 feet, lasting for 1 minute or until you lose concentration (as if concentrating on a spell).

This blindsight allows you only to detect lighting sources, living creatures, creatures and objects powered by electricity, creatures that are inherently capable of causing lightning damage (but not through spells). This also detects and identify any magical items that cause lighting damage.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level, can attack twice, instead of once, whenever you take the attack action

You can also forgo one of the attacks you can make on your turn to cast one of your Lightning Adept cantrips.

Electrical Fury[edit]

At 6th level, when you roll lightning damage, you can reroll any 1s or 2, choosing the new roll.

In addition, your lightning abilities become more potent allowing you to bypass lightning resistance

Lightning Step[edit]

Starting at 8th level, whenever you spend a lightning charge, your movement speed increases by 5 feet per charge spent until the end of your turn.

In addition, you have advantage on saving throws against any spells and effects that contain any portion of lightning damage, and attacks that cause lightning damage have Disadvantage against you.

Lightning Caller[edit]

At 9th level, your control over your lighting abilities improve. You gain the following additional features:

Electric Vortex

As an action, you can expend 5 Lightning Charges to create a vortex of electric energy in a 20-foot radius centered on a point within 60 feet. Each creature in that area (other than you) must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, a creature takes 6d8 lightning damage and is pulled 10 feet towards the center. On a successful save, they take half damage and are not pulled.

Voltaic Cage

As an Action, you can expend 5 Lightning Charges to unleash a lightning aura around you, causing all creatures within 10 feet of you to make a Constitution saving throw. On a failed save, creatures take 3d8 lightning damage and are stunned until the end of your next turn. On a successful save, they take half damage and are not stunned.

Storm Resilience[edit]

At 10th level, you have resistance to lightning damage and is immune to environmental lightning damage (from natural storms for example).

Additionally, whenever you spend a Lightning Charge, you can use a Reaction to gain temporary hit points equal to 5 per charge spent. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Lightning Mastery[edit]

At 13th level, any lightning damage you cause treats immunity to lightning damage as resistance to lightning damage.

In addition, whenever you take the Attack action, you can forgo one attack made during that action to instead use one of your lightning charge based features that require an Action.

Magnetic Flight[edit]

At 14th level, as long as you have 1 lightning charge, you have a flying speed equal to your movement speed. In addition, you can spend 1 lightning charge as an Action to double your flight speed for 1 minute.

Arc Lightning[edit]

Starting at 17th level, you can expend 9 Lightning Charges to cast Chain Lightning without using a spell slot. The DC for this spell is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier.

Lightning Conductor[edit]

Starting at 18th level, whenever you use your Lightning Surge feature, you gain Advantage on attack rolls until the end of your next turn.

Lightning Ascendant[edit]

At 20th level, you are immune to lightning damage. Additionally, whenever you spend a Lightning Charge, you regain an use of Lightning Strike.

Thunderous Paths[edit]

Path of Electromagnetism[edit]

Magnetic Control

Starting at 3rd level, you can use a Bonus Action on your turn to exert your control over metallic objects. This functions as the mage hand spell, but invisible and only targeting objects made of metal.

In combat, you can use this feature to manipulate your enemies in the following ways:

  • You can snatch a target's weapon from its hand, forcing it to make a Strength saving throw against your Charge save DC to avoid.
  • You can move a target made of metal, clad in metallic armor, or holding a metallic shield up to 5 feet in any direction.
  • You can grapple or shove an enemy using metallic armor or made of metal within range.
Magnetic Throw

Also at 3rd level, you can use a Bonus Action to hurl a metallic object towards a creature within 30 feet. The object must be within 30 feet, not be wielded or carried, and weight no more than 10 pounds.

The target must succeed on a Dexterity saving throw, or take 2d6 damage from the attack (the type is determined by the DM, depending on the object shape). If you snatch a target's weapon using your Magnetic Control feature, you can use this feature as part of the same Bonus Action. The damage improves to 3d6 at 11th level.

Magnetic Levitation

At 7th level, you can use a bonus action to levitate yourself or another willing creature that is clad in metallic armor or on top of a metallic surface that is also free. This function as the levitate spell, but not requiring concentration and lasting for 1 minute.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Master of the Invisible Hand

At 11th level, whenever you use Magnetic Control, you can produce two effects at once, rather than one. You must choose between different effects.

Magnetic Shield

At 15th level, whenever you are attacked by a metallic weapon, creature or creature clad in metal, you can reduce the damage to half as a Reaction.

As part of that same reaction, you can use one of the effects of your Magnetic Control against that creature.

Path of the Inductor[edit]

Inductive Mark

At 3rd level, you gain an Induction Die, which is a d4. The induction die increases to 1d6 at 7th level, 1d8 at 11th level and 1d10 at 15th level.

As a Bonus Action, you can use your Inductive Mark to place an induction mark on a number of metallic objects equal to the number rolled you can see within 30 feet. The inducted object shines with a bright light of 20 feet and dim light of another 20 feet until the end of your next turn.

You can also induct a single object, that remains inducted for a number of rounds equal to the number rolled on the die.

Elemental Hex

Starting at 3rd level, you can place an inductive mark upon a creature you can see within 60 feet, using a bonus action. While cursed, once per turn when you deal lightning damage to that creature, the target takes additional lightning damage equal to your induction die.

Painful Induction

At 7th level, whenever you force the target of the Elemental Hex to make a saving throw against an effect that contains lighting damage, you can roll your Induction Die as a Reaction and reduce the amount from the total rolled. You must do it before that creature rolls the save.

Lightning Grasp

At 11th level, as a Bonus Action while a creature is under the Elemental Hex, or as part of the same Bonus Action used to place it, you can force that creature to make a Constitution saving throw. On a failed save, the hex discharges electricity around the body of your target, engulfing him in a painful electrocution. On a failed save, the target takes lightning damage equal to the Induction Die and is stunned. The target can attempt to make another save at the end of each of its turns, suffering the damage from the induction die again after each failed save. This effect ends if you fall unconscious, change the target of the Hex or after 1 minute.

You can use this feature once, being unable to do so again until you finish a short or a long rest.

Electric Rebuke

At 15th level, whenever a creature you can see is hit by an attack made from your hexed target, you can force it to make a Dexterity saving throw. On a failed save, the attack misses and your target takes lightning damage equal to two rolls of your Induction Die.

Path of Destruction[edit]

Electric Blast

Starting at 3rd level, you can unleash blasts of electric energy towards your enemies. As a Bonus Action, you can force a creature within 40 feet to make a Dexterity saving throw, or suffer 1d6 plus your proficiency bonus lightning damage and can't take Reactions until the end of your next turn.

If there's another creature within 10 feet of your target, you can cause the lightning to leap towards it, causing 1d6 lighting damage automatically (but not other effects).

You can use this feature a number of times equal to 1 + your Lightning Warrior level, and regain half the uses after a short rest or all the uses after finishing a long rest.

Destruction Prowess

At 7th level, the primary damage of your Lightning Blast increases in plus 1d6 lightning.

In addition, whenever you make a saving throw against lightning damage, you suffer half damage on a failed save, or no damage on a success.

Electric Bolt

At 11th level, you can cast lightning bolt once, without spending spell slots or material components. Once you do so, you can't do it again until you finish a long rest, unless you spend a 3rd-level spell slot or higher to do so again.

Destruction Mastery

At 15th level, your mastery over your destructive lightning reaches its peak. You gain the following benefits:

  • The secondary damage of your Electric Blast increases in 1d6.
  • The range of your Electric Blast doubles.
  • You can use a Bonus Action to regain half your charges of Electric Bolt. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Lightning Warrior class, you must meet these prerequisites: Dexterity 14 or higher and/or Strength 15 or higher.

Proficiencies. When you multiclass into the Lightning Warrior class, you gain the following proficiencies: Strength Saving Throws OR Dexterity Saving Throws, Acrobatics OR Intimidation, and simple weapons OR marial weapons.

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