Thunder Disciple (3.5e Class)
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|“||You will hear my thunder before my lightning embraces you....fall into the madness of the Perfect Storm and despair.||”|
A Thunder Disciple serves as a vessel to the Will of thunder, acting as no more than a channel for the raging storm.
Making a Thunder Disciple
Alignment: Thunder Disciples are normally Chaotic, but may be any alignment they want.
Races: Thunder Disciples appear in all races, but there seems to be an abundance of elves drawn to this discipline.
Starting Gold: 6d6×10 gp (210 gp).
Domains: A Thunder Disciple is not required to have a domain, but they may take one if they choose. If so, they must select from the following: Air, Chaos, Creation, Destruction, Magic, or Weather.
|1st||+0||+0||+2||+2||Conductor, Spark, Thunderborn|
|2nd||+1||+0||+2||+2||Lightning Whip, Thunderclap|
|3rd||+2||+1||+3||+3||Charged Current, Charged Body|
|5th||+3||+1||+4||+4||Paralyzing Touch, Lightning Bolt|
|6th||+4||+2||+5||+5||Chain Lightning, Flash|
|8th||+6/+1||+2||+6||+6||Ion Beam, Ion Shield|
|10th||+7/+2||+3||+7||+7||Improved Thunderclap, Pulsewave|
|11th||+8/+3||+3||+7||+7||Shock Immunity, Lightning Orb|
|13th||+9/+4||+4||+8||+8||Electric Senses, Lightning Wall|
|17th||+12/+7/+2||+5||+10||+10||Eye of the Black Storm|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Knowledge Arcana (int), Knowledge Planes (int) and Use Magic Device (Cha).
All of the following are class features of the Thunder Disciple.
Weapon and Armor Proficiency: Thunder Disciples are proficient with all simple weapons, as well as the whip and all hammers. Thunder Disciples are proficient with light armor but not with shields of any kind.
Conductor (Ex): A Thunder Disciple is immune to any electricity caused by his abilities, and has shock resistance equal to twice their class levels.
Spark (Sp): Spark: A Thunder Disciple can shoot a jolt of electricity as an attack action. These jolts deal 1D6 of shock damage per level and can travel out to 30ft. These jolts strike targets with a ranged touch attack. This may also be used as a melee touch attack. Damage increases to 1D8 per level at level 15.
Thunderborn (Ex): When a Thunder Disciple does damage with any electric abilities, whether with their own abilities or another source, they add an additional amount of shock damage equal to their class level. They may also add 1.5x their WIS mod to any attack they do that uses electricity. Lastly, they may add their WIS mod to any spellcaster check.
Lightning Whip (Sp): A thunder disciple may create a whip made from lightning as a move action. This weapon is treated as a normal whip with the following exceptions: The range of this weapon can be extended by 10ft per 2 levels (maximum 30ft) as a free action and while attacking. This weapon strikes with a touch attack and deals 5D4 of shock damage. It stays in existence unless the Thunder disciple ends the ability or is disarmed (letting go of the whip causes it to dissipate).
Thunderclap (Sp): As a standard action, a thunder disciple may strike their hands together causing a thundering sound and effect around them. This causes 1D4 of sonic damage per level (max 5D4, Fort DC 15 for 1/2 damage) to everything within 15ft. Also, all living creatures within 5ft must make a fort save (DC 10+WIS MOD) or be deafened for 2D6 rounds; creatures who fail this save by 5 or more are also stunned for 1D4 rounds.
Charged Current (Su): Charged Current: A Thunder Disciple's lightning cuts through Shock Resistance, hardness, and Immunity. No more than ½ of the damage inflicted by his shock damage can be negated by hardness, immunity, damage reduction, or resistance to shock. In addition, the Thunder Disciple ignores the first 5 points of Shock Resistance that a target has.
Charged body (Sp): A Thunder Disciple can cover their body with a layer of electrical currents as a free action, causing them to count as armed at all times, even with unarmed attacks. The Thunder Disciple's body illuminates an area around him equal to that of a torch. The Thunder Disciple gets a +4 bonus to his wisdom score and intimidate checks while this ability is active; this bonus applies to everything except powers that have a certain number of uses per day per WIS mod. The Thunder Disciple also causes an extra 1D6 of Shock damage with all melee attacks (weapons are electrified while this ability is active), and 1D6 shock damage to anyone attacking him with melee attacks. The Thunder Disciple may choose what is shocked by this ability; likewise, the Thunder Disciple may choose to use this ability to electrify his current weapon only, but will only get the additional melee shock damage with no other benefits.
Paralyzing Touch (Sp): As a standard action, a Thunder disciple may touch a creature and send disrupting electrical currents throughout its body. With a successful melee touch attack, the disciple may paralyze a creature for 2D4 rounds that fails its fort save (12+WIS MOD). This does not affect constructs, undead, oozes, plants, or elementals. This technique is usable once per day per 3rd class level.
Lightning bolt (Sp): As a standard action, a thunder disciple may cast a bolt of lightning forth from their hand. This bolt can travel out to 100ft and deals 1D8 shock damage per level (max 20D8). Alternatively, the thunder disciple may also take a full-round action to cast a more powerful bolt that deals 1D10 of shock damage per level. May reflex for half, DC 13+WIS mod.
Chain Lightning (Sp): Chain Lightning: As the spell, with the following changes: lightning does 1D8 per level, reflex DC (10+class level).
Flash (Su): The thunder disciple has obtained a better grasp on their connection to lightning, and has learned to actually move like it; the thunder disciple may turn their physical body into lightning and move just as fast. A number of times per day equal to their class levels, the thunder disciple may turn into lightning and move as an immediate action anywhere they can see within 120ft.
Ion beam (Sp): A thunder disciple may focus the electrical currents in their body to release a concentrated blast of piercing power. You must take a full-round action to first charge, focus, and condense your power into one point of origin on your body (normally the fingertip); you can continue to take full-round actions every following round to increase its power. This power can then be released with a standard action, shooting a condensed beam of electrical energy in a line of 50ft. This pierces through targets, damaging everything in its path. Targets must make a reflex save (15+Wis Mod+number of rounds charged) for half damage; targets who fail this save must also make a fortitude save (same DC) or be disintegrated instantly. Targets who make the save will take 4D10 of shock damage per number of rounds charged (half for successful reflex). The thunder disciple may only charge this ability a number of rounds equal to half their class levels, and each charge requires a full-round action. The thunder disciple may make other actions while holding a current charge, but only single actions. If the thunder disciple takes any damage while charging this ability, they must make a concentration check (number of rounds charged+ ½ of damage taken) to maintain focus; If this save is failed, the charge is lost.
Ion Shield (Sp): As a move-action, the thunder disciple can encase himself in an sphere of electrical energy, giving them a magical deflection AC equal to their WIS mod; this sphere last a number of rounds equal to 1D6 + ½ class levels. This sphere can also be placed on another target within 30ft, but if the target moves more than 30ft away from the Thunder disciple, the shield dissipates. The thunder disciple may only have one shield active at any time: creating another shield while one is active will cause the previous shield to dissipate.
Improved Thunderclap (Sp): The thunder disciple’s thunderclap takes on the following changes: increased range to 25ft. Damage is increased to 1D6 sonic damage per level . DC increased to 15+Wis Mod. Failed saves deafen for 3D6 rounds, and failed saves by 5 stun for 1D6 rounds.
Pulsewave (Sp): Once per day, the thunder disciple is able to emit a pulsewave of concentrated lightning as a standard action in front of him. This wave covers a 15ft cone, and deals 10D8 of shock damage to all creatures in range. All creatures affected by this must make a fort save (10+class level) or take an additional 5D4 of temporary DEX damage.
Shock immunity (Ex): The thunder disciple is immune to shock damage and electrical effects, except where specifically noted within the thunder disciple's abilities.
Lightning Orb (Sp): The thunder disciple can create orbs of lightning and move them at will. Creating one orb is a standard action, and 2 orbs may be created as a full round action; moving them is a swift action (all orbs may be moved simultaneously). These orbs emit small shocks that deal 1D4 of shock damage to any living creatures within 10ft each round; heavy static energy also causes any living creatures within range to take a -2 on attack and damage rolls for every orb within 10ft. These orbs can also be detonated (individually or simultaneously) as a standard action to cause 1D12 of shock damage to creatures in range, plus an additional D12 for every other orb within 15ft of the detonation. These orbs can be moved out as far as 50ft away from the thunder disciple, and can only have a number of orbs created at one time equal to twice their WIS mod. If 3 or more orbs exist at once, the thunder disciple must make a concentration check each round to keep the orbs active equal to 10+number of orbs currently active (he may take a 10 on this check if not currently in a situation that would draw his concentration away); if this check is failed, all current orbs dissipate harmlessly. If the thunder disciple takes damage while 3 or more orbs are active, another concentration check must be made to maintain the orbs (DC 10+damage received), which if failed causes the orbs to dissipate. Only two orbs can be put in any 5ft space, but are not big enough to keep other creatures from passing through or occupying that space.
Nerve Boost (Sp): The thunder disciple can run a current of electricity through their body or the body of a touched living creature to stimulate their nervous system and give them a boost, giving them the following changes: increased movement speed of 20ft, +1 to attack for every third class level, +2 dodge AC, and additional 2D6 of shock damage to all melee attacks that are unarmed or done with a melee weapon that conducts electricity (does not apply to ranged attacks). This ability last 1D6+1 rounds, and requires a full-round action to use correctly; you may rush to use this ability as a standard action, but there is a 15% chance to cause nerve damage while rushing, causing 1D4 of permanent DEX damage.
Electric senses (Ex): The thunder disciple is able to sense even the slightest electric currents around them, allowing them to locate living creatures; they are able to locate any living creatures within 80ft of them, including all living humanoids, animals, magical beast, etc. If not able to physically see the target, the target still has the appropriate concealment. This ability does not apply to creatures who do not have currents in their bodies, such as constructs, elementals, undead, oozes, and plants, unless one of these types of creatures specifically has some type of electrical current within their body.
Lightning Wall (Sp): A thunder disciple can create a wall of lightning as a standard action. This wall can be as long or tall as desired, but can only cover 10 cubic ft per class level. Creatures who pass through a wall of lightning take 3D8+1 per lvl of shock damage; creatures who are in a space initially being occupied by this wall can make a reflex (10+wis mod) to move away from the wall. These walls last 1 round per level or until the thunder disciple dismisses them. Also, creatures who pass through 2 or more lightning walls in the same round and are affected by it must make a fort save (15+Wis Mod) or be paralyzed for 1D4+1 rounds.
Thunder Companion (Ex): The thunder disciple may call upon the aid of a thunder companion; upon using this ability, the thunder disciple summons a dragon-shaped being comprised of lightning anywhere within 20ft of himself. Summoning this being requires a full-round action, and it acts on the turn it is summoned. This creature uses the same stats, abilities, and physical traits (except that it is made of pure lightning) as a young adult blue dragon with the following changes; it cannot use spells, has health equal to the thunder disciples max HP+50 when summoned, +3 deflection AC bonus, and 1D8 of shock damage to all physical attacks per 2 age categories. At level 17, it uses the stats of a Mature adult blue dragon, and at level 20 an ancient blue dragon. This creature shares a connection with the thunder disciple; any damage done to the thunder companion, the thunder disciple takes half of the same amount, and vice versa; this damage is not subtracted from the original damage (so if the companion takes 10 damage, it receives 10 and the thunder disciple receives 5). Alternatively, this concept also applies with healing effects. Dismissing the companion is a standard action; if done, it regains health at a rate of 100HP per hour, and must have been recalled for at least 1 total hour for any healing to have occurred. If the thunder disciple is killed or incapacitated, the companion immediately disappears. If the thunder companion is killed, it may not be summoned again for 7 days.
Eye of the Black Storm (Sp): As a standard action, a Thunder disciple may tap into the power of the black storm. This calls down a black lightning storm that vortexes in a 20ft circumference and persist for 1D4+1 rounds, causing 25D4 of shock damage to all creatures caught inside each round. This damage bypasses all immunity and resistance. Targets caught in the vortex must make a fortitude save( DC 20+wis mod) at the beginning of each round or be paralyzed for 1 round. Targets must also make a will save while within the vortex (DC 25) at the beginning of each round or be affected by Phantasmal killer as the spell with the exception that no one outside of the vortex can see any form of the phantasmal killer. This vortex is pitch black, allowing no one to see in or out of it, and while the vortex is loud outside, it is even more deafening to anyone caught inside, preventing targets from hearing anything (except for the Phantasmal Killer if affected). While within the vortex, spot and listen checks are impossible, and movement speed is halved. This ability may be used again 3 rounds after its previous use, and cannot be cast again while a storm is currently active.
Nimbus (Sp): The Thunder disciple is able to call a Nimbus cloud to his side as a free action, and the nimbus will finish forming 1 round afterwards. He is able to ride this cloud; the nimbus covers a 5ft space and has a fly speed of 300ft(good). Any other object or creature that comes into contact with the nimbus passes directly through it; it takes no damage and cannot be used as cover. The nimbus stays in existence until released by the Thunder disciple, at which point it simply evaporates. The nimbus can be dispelled by Dispel Magic, Disjunction, or an anti-magic field, but otherwise is not affected by magic. In addition, the thunder disciple may also speak a command word as a free action to release a fog from the nimbus with effects as the Fog Cloud spell.
Chaos Bolt (Sp): As a full-round action, the thunder disciple may tap into the power of the Black Storm to form a black lightning bolt and hurl it at target within 200ft with a ranged touch attack. Any target struck with this bolt receives 50D12 of shock damage, and must make a will save (DC 25+level) or be under the effects of insanity and weird (as the spells) for 3D4 rounds: creatures struck with this ability take x3 damage from all sources of shock damage for 3D6 rounds. This multiplied damage stacks with multiple uses of this ability to a max of x12, with the time restarting to the most current attack. This ability is usable a number of times per day equal to WIS Mod.