Electrokinetic (5e Class)
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Electrokinetic
Creating an Electrokinetic
How did you gain your powers? Were you born with them and they recently manifested? Was it an accident? Did someone experiment on you? How do you feel about having your powers? How do your friends and family feel about it?
- Quick Build
You can make an electrokinetic quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the urchin background.
Class Features
As a Electrokinetic you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Electrokinetic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Electrokinetic level after 1st
- Proficiencies
Armor: None (electrokinetics cannot wear armor or use shields made of metal)
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple weapon
- (a) A dungeoneer’s pack or (b) An explorer’s pack
- If you are using starting wealth, you have 5d4 x 10 in funds.
Level | Proficiency Bonus |
Features | Fall | Battery Core |
---|---|---|---|---|
1st | +2 | Unarmored Defense, Electrokinesis, Lightning Bolt, Energy, Gigawatt Blades, Electric Conduit | — | 4 |
2nd | +2 | Karmic Path, Thunder Drop | 10 | 4 |
3rd | +2 | Electric Drain, Karmic Path feature | 10 | 6 |
4th | +2 | Ability Score Improvement, Psychic Vision | 20 | 6 |
5th | +3 | Arc Restraint, Static Thrusters | 20 | 9 |
6th | +3 | Karmic Path feature | 30 | 9 |
7th | +3 | Shock Grenade | 30 | 12 |
8th | +3 | Ability Score Improvement, Psychic Vision feature | 40 | 12 |
9th | +4 | Gigawatt Blades feature | 40 | 15 |
10th | +4 | Karmic Path feature | 50 | 15 |
11th | +4 | Precision | 50 | 18 |
12th | +4 | Ability Score Improvement | 60 | 18 |
13th | +5 | Megawatt Hammer | 60 | 21 |
14th | +5 | Induction Grind | 70 | 21 |
15th | +5 | Polarity Wall | 70 | 24 |
16th | +5 | Ability Score Improvement | 80 | 24 |
17th | +6 | Gigawatt Blades feature, Karmic Path feature | 80 | 27 |
18th | +6 | Megawatt Hammer feature | 90 | 27 |
19th | +6 | Ability Score Improvement | 90 | 30 |
20th | +6 | Lightning Storm | 100 | 30 |
Unarmored Defense
Starting at 1st level, as long as you are not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Electrokinesis
The features of this class are electricity based. For attacks that require a saving throw, the save DC is 8 + your proficiency bonus + your Charisma modifier.
Lightning Bolt
Starting at 1st level, you gain the ability to shoot bolts of electricity from your hands. These bolts have a range of 100 feet and deal 1d6 lightning damage.
Energy
Starting at 1st level, you have access to a pool of energy that allows you to use some of your features. Your electric conduit level determines the number of points you have, as shown in the Battery Core column of the Electrokinetic table.
Gigawatt Blades
At 1st level, you have the ability to damage your enemies more effectively. As an action, you can activate a pair of electric blades on your hands, at the cost of 2 battery core points. On a successful melee hit, you deal 1d6 + your ability score modifier lightning damage to your target. At 9th level, this damage increases to 2d6, and to 3d6 at 17th level. You can use Dexterity instead of Strength for the attack and damage rolls of your gigawatt blades.
Electric Conduit
Because of the electricity coursing through you, water has become your enemy. If you are submerged in water, you take an immediate 3d8 lightning damage and an additional 1d8 lightning damage for every round you remain in the water (rain or water sprayed at you does not affect you). This damage ignores resistance and immunity. On the bright side, dirt does not cling to you and you constantly smell like fresh ozone, so you never need a bath!
If you enter a motorized vehicle, because of your electromagnetism, it shorts out and will not run. Likewise, if you try to wield a firearm, if it is loaded, your electricity will cause the ammunition to explode, dealing damage to you and those around you. For every 5 rounds of ammunition, the explosion deals 1d6 piercing damage within a 5 foot radius centered on you (minimum 1d6).
Karmic Path
At 2nd level, you choose a Karmic Path based on your moral compass: Hero (Good) or Villain (Evil), both detailed at the end of the class description. For those who are neither good nor evil (Chaotic Neutral, Neutral, or Lawful Neutral), you choose the feature you wish to have from either path when you reach the level indicated, but your alignment will lean toward good or evil, based on your choice. The Karmic Path you choose dictates what features manifest and how they evolve. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th and 17th level.
Thunder Drop
Beginning at 2nd level, you gain the ability to fall from heights without taking damage. The height you can fall before you take any damage is shown in the Fall column of the Electrokinetic table.
Additionally, you can drain the energy around you while in the air to send a powerful shockwave on impact with the ground. For every 5 feet you drop, the shockwave hits everyone and everything in a 5 foot radius, including allies, dealing 2d6 lightning damage. All creatures hit by the blast must succeed on a Strength saving throw or be pushed 5 feet away for every 10 feet you drop. You can Thunder Drop a number of feet equal to 5 times your fall distance.
Electric Drain
Beginning at 3rd level, you can drain electricity from sources, transferring the energy to yourself. This resupplies your battery core points and heals your injuries. You regain 1d6 battery core points and hit points. If you use this feature on a creature that is made out of electricity, on a successful ranged attack, it takes 1d6 hit points worth of damage and you regain battery core points and hit points equal to the damage dealt.
Ability Score Increase
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.
Psychic Vision
Starting at 4th level, at the cost of 1 battery core point, you can use the residual neuroelectric energy from a recently deceased creature's corpse to view their last memories. You can follow the creature’s neuroelectric form to its killer’s current location, as long as it is no more than one hour away.
Additionally, you can sense the neuroelectric energy of living creatures around you, as well as all sources of electricity, within 60 feet of you.
At 8th level, you no longer need to spend a battery core point to activate this feature.
Arc Restraint
At 5th level, if a creature is prone, you can make a melee attack to create bonds of electricity, sticking the creature’s wrists and ankles to the ground. If a creature does not have wrists or ankles, it is bound by its body instead. The creature must make a Strength saving throw and if it fails, it is bound for 10 minutes or until you release it, whichever occurs first.
Static Thrusters
Starting at 5th level, you can, through the aid of static electricity, glide through the air.
Shock Grenade
Starting at 7th level, at the cost of 3 battery core points, you can focus your energy into a single mass and throw it at your target, creating an electric explosion. Make a ranged attack roll. On a hit, the grenade sticks to the target and it cannot avoid the damage and, if it is size Large or smaller, is immediately pushed back 10 feet and knocked prone. If you miss, it lands in the 5 foot space on the other side of your target. Creatures inside the blast radius must make a Dexterity saving throw. A target takes 5d6 lightning damage on a failed save, or half as much damage on a successful one. All creatures size Large or smaller hit by the blast that fail the Dexterity saving throw are knocked prone and if they are reduced to fewer than 10% of their hit points, they are automatically restrained by Arc Restraint.
Precision
Beginning at 11th level, you accelerate your accuracy and perception of time, allowing you to slow down time and better target distant enemies. It costs 1 battery core point to activate, bolts fired while in Precision mode consume 4 battery core points, dealing an additional 2d6 lightning damage, and maintaining Precision mode requires 1 battery core point for every round you keep it activated and it requires concentration to maintain. You have advantage on attack rolls made while in Precision mode.
Megawatt Hammer
At 13th level, at the cost of 5 battery core points, you can focus your energy into a single mass and launch it at your enemies, creating an explosion on impact. On a successful ranged attack, you deal 5d6 lightning damage to the target and any creature within 10 feet of the target must make a Dexterity saving throw. They take full damage on a failed save, or half as much damage on a successful one.
At 18th level, the damage increases to 8d6.
Induction Grind
Starting at 14th level, you can slide along power lines and train tracks at your walking speed, absorbing energy from them in a manner similar to Electric Drain. You regain battery core points and hit points at a rate of 1d6 for every round you maintain the slide.
Polarity Wall
Beginning at 15th level, you can create an electromagnetic shield that gives you a +2 bonus to your AC and provides three-quarters cover, though you can still be seen because it is transparent (spells like magic missile will still hit you). You are proficient with this shield. You can use Polarity Wall and still gain the benefits of Unarmored Defense.
Lightning Storm
At 20th level, you pull all of the electricity from your surroundings to create a straight row of continuous lightning strikes, delivering major damage to anything in its path. The storm is 5 feet wide and begins in the 5 foot space directly in front of you. It moves 5 feet away from you every round on your turn in a direction of your choosing, provided it is in the same direction you are facing. Each creature struck must make a Dexterity saving throw. It takes 20d6 lightning damage on a failed save, or half as much on a successful one. The Lightning Storm costs 3 battery core points to activate and 2 battery core points for every round you wish to maintain it. This feature requires concentration and you cannot move while the storm is going.
Karmic Paths
Hero
As you travel down the Path of the Hero, you emit an aura of good and your appearance seems to brighten. People want to be around you and they cheer for you.
- Righteous Shot
Beginning when you take this path at 2nd level, your lightning bolts increase in efficiency. When you successfully hit a target, if the roll was a critical hit, the bolt automatically chains to a nearby enemy if it is within 10 feet of the first target.
- Shockwave
Starting at 3rd level, at the cost of 3 battery core points, you can fire an electromagnetic shockwave that is 5 feet wide and travels in a straight line for 30 feet. Creatures caught in the blast must succeed on a Dexterity saving throw or float in the air until the end of the turn. As a reaction, you can use Shockwave to deflect incoming missiles away from you with a successful Dexterity saving throw (DC = the attack roll).
- Pulse Heal
Starting at 6th level, you can heal creatures of any non-fatal injury. A creature you touch regains 3d8 hit points. This feature has no effect on undead or constructs. You can use this feature a number of times equal to your Charisma modifier (minimum 1).
- Righteous Strike
At 10th level, your lightning bolts deal 2d6 lightning damage. When you score a critical hit using your lightning bolts, they heal you for a number of hit points equal to the damage dealt, recovering battery core points equal to half the amount.
- Overload Burst
At 17th level, at the cost of 6 battery core points, you drain static electricity from the air and use it to fire a powerful bolt that chains electricity to nearby targets. Make a ranged attack. On a hit, the target takes 10d6 lightning damage. Bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. The additional targets must make a Dexterity saving throw. On a failure, they take the 10d6 lightning damage, or half as much on a success.
Villain
As you travel down the Path of the Villain, you emit an aura of evil and your appearance seems to darken. People cower from you or attack you on sight (at least until you show them who’s boss).
- Sadistic Blow
Beginning when you take this path at 2nd level, your lightning bolts become more fearsome. When you successfully hit a target that would be reduced to 0 hit points or less, if the roll was a critical hit, it triggers an electric explosion with a 10 foot radius before dying, dealing the same damage as your lightning bolt.
- Shockwave
Starting at 3rd level, at the cost of 3 battery core points, you can fire an electromagnetic shockwave that is 5 feet wide and travels in a straight line for 30 feet. Creatures caught in the blast must make a Dexterity saving throw. On a failure, they take 2d6 lightning damage, or half as much damage on a success. Objects caught in the blast take the full 2d6 lightning damage. As a reaction, you can use Shockwave to deflect incoming missiles away from you with a successful Dexterity saving throw (DC = the attack roll).
- Bio Leech
Starting at 6th level, you can drain bioelectric energy from creatures to heal your wounds and restore energy. Make an unarmed attack against a creature within your reach. On a hit, you and the target must make an opposing Strength check. If the target fails, it takes 3d6 necrotic damage, and you regain hit points and battery core points equal to half the amount of necrotic damage dealt. If it succeeds, you are thrown off into the adjacent square in the direction you approached the target. You can use this feature a number of times equal to your Charisma modifier (minimum 1).
- Sadistic Strike
At 10th level, your lightning bolts deal 2d6 lightning damage. You score a critical hit with a roll of 18-20 using your lightning bolts and scoring a critical hit automatically triggers a Sadistic Blow.
- Arc Lightning
At 17th level, you release a constant stream of electricity from your hands, chaining to multiple targets. Make a ranged attack. On a hit, you deal 4d6 lightning damage to the target. It then leaps to as many as three other targets, each of which must be within 30 feet of the first target. The additional targets must make a Dexterity saving throw. On a failure, they take the 4d6 lightning damage, or half as much on a success. It costs 4 battery core points to activate and 2 battery core points for every round you wish to maintain it. This feature requires concentration and you cannot move while Arc Lightning is active. When a target has fewer than half its hit points, it automatically triggers a Sadistic Blow.
Multiclassing
Prerequisites. To qualify for multiclassing into the Electrokinetic class, you must meet these prerequisites: Dexterity 13, Charisma 13
Proficiencies. When you multiclass into the Electrokinetic class, you gain the following proficiencies: Acrobatics, Athletics
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