Tazer, Variant (5e Class)

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Twitching uncontrollably a Halfling stands amongst the chard corpses of an Orc raiding party, arks of lightning still running across fingertips and through hair. Shaking hands with a long time enemy a dwarf adds a little surprise.

unfortunate or lucky?[edit]

The Taser is a cursed class formed by those that found or created a device to imbue their bodies with the power of lightning. This grants both great power and misfortune.

Creating a Taser[edit]

Not all characters are a Taser by choice. Consider the amount of control a character has over the power in it's own body and how anyone can get a small shock from contact. Alongside the chance of being an experiment or feared for obvious, random displays of power and sudden movement it is likely to have a chaotic alinement.

Quick Build

You can make a Taser quickly by following these suggestions. First, wisdom should be your highest ability score, followed by constitution. Second, choose the explorer or orphan background. Third, choose the metal rod, explorers pack and studded leather armour.

Class Features

As a Taser you gain the following class features.

Hit Points

Hit Dice: 1d12 per Taser level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Taser level after 1st


Armor: {{{armor}}}
Weapons: simple and martial melee, simple ranged
Tools: lock pick, medicine kit
Saving Throws: wisdom, constitution
Skills: any three


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

  • (a) explorers pack or (b) adventurers pack or (c) empty backpack with 50ft rope.
  • (a) metal rod(quarter staff/ potential weapon handle) or (b) short sword or (c) any simple weapon
  • (a) studded leather armour or (b) 100 gold or (c) a mysterious science implement (DMs choice)
  • artefact(irremovable, skin melded)
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Taser

Level Proficiency
charge Thunder die Features
1st +2 2 1d4 shocked attack, passive charge
2nd +2 4 1d6
3rd +2 6 1d8 archetype
4th +2 8 2d4 Ability Score Improvement
5th +3 10 1d10 shock repose
6th +3 12 1d12
7th +3 14 2d6 archetype feature
8th +3 16 2d8 Ability Score Improvement
9th +4 18 1d20 lightning rod
10th +4 20 2d10 increased charge regeneration
11th +4 22 2d12
12th +4 24 3d10 Ability Score Improvement
13th +5 26 3d12 powered by thunder
14th +5 28 2d20
15th +5 30 4d10 archetype feature
16th +5 32 4d12 Ability Score Improvement
17th +6 34 5d10
18th +6 36 5d12 archetype feature
19th +6 38 3d20 Ability Score Improvement
20th +6 40 5d20 resuscitation

shocked attack[edit]

Starting first level your character can imbue melee attacks with the power of lightning by expending charge. This feature is only available if the two characters are connected through direct contact or an entirely metal weapon (ignore enemy equipment) and deals(thunder die(see table for value)x number of charge points expended)lightning or thunder damage on top of normal weapon damage. If more than 1 charge point is used in the attack the opponent must use a constitution saving throw against a DC (8 + number of charge points used + wisdom modifier) on a failed save the opponent is stunned until the end of it's next turn.

On use of a shocked attack the character takes half the damage dealt by this feature as lightning/thunder damage.

passive charge[edit]

The presence of charge in the characters body causes visible changes such as sparks of lightning and small twitches. So long as the character has any charge points available it has the following changes +1 intimidation, -1 animal handling and a soft glow casts dim light in a 10ft radius of the character. 1 charge point is regained every hour regardless of rests taken. At any time all charge can be discharged harmlessly costing all remaining charge points.

Ability Score Increase[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.

Shock repose[edit]

Starting 5th level the character can channel energy through an enemy attack. If the character is hit by a melee attack, lightning attributed attack/spell or grappled during either the opponent's turn or the Taser's own it can expend one charge point to deal 2d4 lightning or thunder damage.

lightning rod[edit]

Starting 9th level by expending two charge points after saves or/and attack rolls are made the character can redirect a lightning or thunder attribute attack or spell onto itself. Regardless of AC these attacks are regarded as hits and if the attack is a spell it is treated as if the save failed. The original target takes none of the redirected damage from the attack. In the event that the spell will hit multiple targets the lightning rod feature must be used separately for each target. Shocked repose uses the thunder die to deal damage on these attacks rather than 2d4.

increased charge regeneration[edit]

Starting 10th level charge recovers at 2 charge points per hour instead of one.

powered by lightning[edit]

Starting 13th level the character can recover charge points through taking lightning damage. If the character takes more than 10 lightning damage in one attack it gains 5 charge points and 10 temporary hit points after damage.


At 20th level if character drops below 0 hit points even if dead so long as it has at least 1 charge point it can expend all remaining charge points to revive with 1 hit point and 10 temporary hit points.

warrior Taser[edit]

The kind of lightning bolt that gets up close and personal

shock speed

When chosen at 3rd level the body's charge begins to boost neurological pathways. This gives +5 to initiative and increases movement speed by 20ft

stronger shock

Starting at 7th level a warrior Taser learns how to bolster any lightning damage dealt, increasing the damage by the proficiency bonus.

stunning looks

Starting 15th level the Taser warrior can use a bonus action and charge points to paralyse any enemy in sight. For each enemy 4 charge points must be spent. They must make a constitution saving throw against a DC (12 + proficiency bonus + wisdom modifier). To end Paralysis they must repeat the save at the start of their turn and succeed.

aspect of the lightning beast

Starting at lv18 the warrior Taser gains resistance to lightning and thunder damage. The warrior Taser can now spend 4 charge points to use an action to produce a lightning breath weapon with in a 10 by 60ft line all affected creatures must make a constitution saving throw against a DC 12 + wisdom modifier + proficiency bonus. Damage is equal to twice the value of the thunder die on a failed save or half as much on a successful one. Alternatively the character can use the lightning breath weapon as a roar dealing thunder damage instead of lightning and affecting all creatures within 30ft.

mage Taser[edit]

one who tries to imitate a mage with internal lightning and succeeds somewhat.


Starting 3rd level the mage Taser can spend two charge points to cast the spell thunderwave from a first level spell slot without using any somatic, verbal or material components

lightning bolt

Starting 7th level the mage Taser can spend 4 charge points to cast the spell thunderbolt from a 3rd level spell slot without using any somatic, verbal or material components.

chain lightning

Starting 15th level the mage Taser can spend 6 charge points to cast chain lightning from a 6th level spell slot without using any somatic, verbal or material components.

power word stun

Starting 18th level the mage Taser can spend 8 charge points to cast the spell power word stun from an 8th level spell slot without the verbal component.

Ranger Taser[edit]

Lightning at range.

ranged skill

Starting 3rd level the Ranger Taser gains proficiency in martial ranged weapons.

Shocked range attack

Starting 7th level the ranger Taser can infuse charge into ammunition to use the ability ranged attack using ranged weapons and those with wooden handles or spend 4 charge points to cast lightning arrow from a 3rd level spell slot without using any somatic or verbal components.

Twin thunder arrows

Starting 15th level the ranger Taser can spend 2 charge points to create an arrow formed from thunder and lightning these arrows act as normal ammunition except they deal thunder or lightning damage in place of ranged weapon damage. When fired a Ranger Taser can chose to split these arrows to deal two separate attacks both attacks are identical and maintain all effects that would have affected the original attack.

Lightning pass

Starting 18th level the Ranger Taser can spend 4 charge points to travel to the location of a thunder arrow it created. Thunder arrows can now ignore all obstacles or cover, travel double the range and deal 1d4 more damage than the normal ammunition.


Prerequisites. To qualify for multiclassing into the Taser class, you must meet these prerequisites: must find or make the Taser artefact.

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