Thunderstruck (5e Class)

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I present to you... the THUNDERSTRUCK[edit]

The Thunderstruck class is for those who want to add an elemental focus to their character. In this case, lightning. The Thunderstruck class is made to be a fast attacker with a shocking twist. With this class, players are able to sling lightning from a distance, attack in the blink of an eye, reach supernatural speeds, and help out their party members with their lightning.

Creating a Thunderstruck[edit]

How were you "thunder struck"? How did these new powers affect your life? How do you plan to use your powers during your campaign?

Quick Build

You can make a Thunderstruck quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose caligrapher's tools as your artisan tool.

Class Features

As a Thunderstruck you gain the following class features.

Hit Points

Hit Dice: 1d8 per Thunderstruck level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Thunderstruck level after 1st


Armor: Light Armor
Weapons: Simple Weapons
Tools: Navigators' Tools
Saving Throws: Dexterity and Wisdom
Skills: Choose three from Athletics, Acrobatics, Investigation, Medicine, Perception, Intimidation


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

  • (a) Any Simple Weapon or (b) Two Daggers or (c) Shortbow
  • a trinket that was struck along with you (yes, it has powers--no, it can't use them unless it becomes animated)
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 3d4 × 10 gp in funds.

Table: The Thunderstruck

Level Proficiency
Charges Features
1st +2 3 Electrified Attack, Charge, Unarmored Defence
2nd +2 4 Lightning Reflexes
3rd +2 5 Static Feature
4th +2 6 Ability Score Improvement, Electric Field
5th +3 7 Extra Attack
6th +3 8 Static Feature
7th +3 9 Evasion
8th +3 10 Ability Score Improvement
9th +4 11 Return Stroke
10th +4 12 Faster Metabolism
11th +4 13 Lightning Movement
12th +4 14 Ability Score Improvement
13th +5 15 Static Feature
14th +5 16 Extra Attack
15th +5 16 Slippery Mind
16th +5 17 Ability Score Improvement
17th +6 17 Static Feature
18th +6 18 Faster Than Lightning
19th +6 18 Ability Score Improvement
20th +6 20 Lightning Strike

Electrified Attack[edit]

Your power lets you conduct your lightning into your attacks. You can channel lightning into your unarmed attacks for 1d8 + your Dexterity modifier. Increasing to 2d8 at 5th level, 3d8 at 11th level, 4d8 at 17th level. You can also shoot your lightning from your hands at a distance of 30ft + 10ft per charge used, at the same damage as your electrified unarmed attacks.


You can push yourself beyond your normal abilities. Your access to this energy is represented by a number of Charges. You have a certain amount of charges, as shown in the Charges column of the Thunderstruck table. You can use Charges for special abilities that you could not do otherwise. You start with the abilities Hastened Action, Lightning Sense, and Channel.

Hastened Action

You may use your bonus action to take the Dash, Disengage, or Dodge action at the cost of 1 Charge.

Lightning Sense

For 1 charge, you can enhance your mind with your lightning which gives you advantage to all sensory ability checks


When an ally makes an attack with a metal weapon within 5 feet of you, you can use your reaction to add lightning damage. This costs 1 Charge and you add half your unarmed damage to the weapon damage.

Unarmored Defence[edit]

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Lightning Reflexes[edit]

Starting at 2nd level, you may use your reaction to make one attack against the creature that attacked you.

Static Feature[edit]

At 3rd level, you chose a Static. Choose between Electromagnetism and Bioelectricity, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Electric Field[edit]

At 3rd level, you can start to feel the electricity around you. You can sense electrical currents within a certain radius that is as far as your Dexterity modifier multiplied by 5.

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]

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Static Feature[edit]

At 6th level, you gain a Static feature that is detailed at the end of the class description.


Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Return Stroke[edit]

Starting at 9th level, if you find yourself in an unexpected place or fall, you may use your reaction and two Charges to move back half the movement of a turn. This happens too quickly to provoke attacks of opportunity.

Faster Metabolism[edit]

At level 10, your lightning enhances your metabolism making you immune to poison, disease, and other internal ailments.

Lightning Movement[edit]

Beginning at 11th level, you can use your lightning to increase your movement speed. You can move an extra 20ft for every charge used to enhance your speed.

Extra Attack[edit]

Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Slippery Mind[edit]

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Faster than Lightning[edit]

At 18th level, you become a conduit to the lightning allowing you to move at impossible speeds. You can now cast the spell Time Stop once per long rest without expending any material components.

Lightning Strike[edit]

Now that you are level 20, you can spend one minute meditating in order to gain back your expended Charges. When you do this a lightning bolt strikes you and destroys anything above you when it happens. If a creature is above you when this occurs, consult the DM for the drastic effect this has.


In this static, the Thunderstruck use their lightning to create polarities in metal objects. As long as it is made partially of iron you can manipulate it with your electricity.

Push and Pull

You can push and pull items no more than 10 pounds that are in your magnetic field. You can pull these items to you and push them as far as your magnetic field range.


When you begin this static, at level 3, you gain the ability to repel the enemy weapons. As far as your electric field extends, you have the option to magnetize metal objects; magnetizing requires a Bonus Action and 2 Charges. When an enemy attempts to attack you with a metal weapon within melee range, you may use your Bonus Action to repel the weapon and impose disadvantage against the next attack against you. This only works against nonmagical iron alloy weapons.

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Almighty Push

The strength of your magnetism reaches the point where you can repel the iron in creatures. For 8 charges you can activate Almighty Push and shove select targets within your magnetic field a force them to make a strength saving throw and a constitution save. On a failed strength save, the target creatures are shoved a distance of twice your Magnetic Field size and are knocked prone. On a failed constitution save, the target creatures are knocked unconscious until your next turn. On a successful strength save, the target creatures are shoved the distance of your magnetic field and are not knocked prone, and on a successful constitution save, the target creatures are not knocked unconscious.


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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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The Thunderstruck class is a class that cannot be picked up like other classes, so, if you multiclass, talk to your DM about putting this in narratively.

Prerequisites. To qualify for multiclassing into the Thunderstruck class, you must meet these prerequisites:

a minimum of 13 Dexterity. When you multiclass into the Thunderstruck class, you gain the following proficiencies: Acrobatics and Perception

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