Electrification (5e Class)
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Welcome to the Electrification Quirk! A crazy awesome quirk that lets you emit electricity out of your body. Let's jump right into it!
THIS'LL BE OVER IN AN INSTANT!
Before you go Plus Ultra....
There are a few requirements before you can get your Electrification Quirk. You must meet the following requirements:
-Can not be a Construct, Undead, or Elemental.
|The Dim Witted Fellow User of the Electrification Quirk: Denki, the My Hero Academia anime.|
Creating a Electrification
- Quick Build
You can make a Electrification quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background.
As a Electrification you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Crossbows, Daggers, Maces, Scimitars, Shortswords, Rapiers
Tools: Calligrapher's Tools, One instrument of choice
Saving Throws: Wisdom, Constitution
Skills: Choose three from Acrobatics, Athletics, Intimidation, Investigation, Performance, Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- Leather Armor
- (a) a shortsword or (b) a light crossbow and 20 bolts
- (a) two hand crossbows and 20 bolts or (b) a rapier
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 5d4 x 10gp in funds.
|Features||Electrification Hit Die|
|2nd||+2||Full Body Contact||1d6|
|4th||+2||Ability Score Improvement||1d6|
|5th||+3||Indiscriminate Shock: 1.3 Million Volts||2d6|
|7th||+3||Full Body Contact Improvement||2d6|
|8th||+3||Ability Score Improvement||2d6|
|10th||+4||Indiscriminate Shock: 2 Million Volts||3d6|
|12th||+4||Ability Score Improvement||3d6|
|13th||+5||Sharpshooting Gear Improvement||3d6|
|16th||+5||Ability Score Improvement||4d6|
|19th||+6||Ability Score Improvement||4d6|
|20th||+6||Stun Gun Hero: Charge Bolt||5d6|
Starting at 1st level, you can emit electricity from your body and can send into those you are contact with. When you take the attack action, you may make an unarmed strike using your Electrification using Dexterity dealing 1d6 lightning damage. The damage of this ability increases at 5th, 10th, 15th, and 20th levels.
Certain features require creatures to make a saving throw. Its DC is the following:
- DC = 8 + your Dexterity modifier + your Proficiency bonus.
Full Body Contact
At 2nd level, you can increase contact with a target to increase your electric potential. You may latch onto a target and attempt to send a powerful shock into them. The target creature must make a Dexterity saving throw against your Electrification DC or be paralyzed for 1d4-1 of turns (minimum of 1). This can be done twice, regaining all uses at the end of a long rest.
At 3rd level, you chose a Charge. Choose between Surge or Sharpshooter, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 11th and 14th levels.
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.
Indiscriminate Shock: 1.3 Million Volts
At 5th level, you push your electric potential to it's limit and create a massive field of electricity. As an action, you may make contact with the ground and create a 30 foot circle of electrical discharge around you, causing all those in contact with the ground near you (including allies) to make a Constitution saving throw against your Electrification DC or take four times your Electrification damage and be paralyzed for 1d4+2 of turns. As a consequence, your brain short circuits, leaving your intelligence score reduced to 1 and you being incapable of making attacks or actions for 1d6 + 2 turns. You regain use of this feature at the end of a long rest.
At 6th level, you begin to design a method to allow you to shoot electricity from a distance. For 75 gp and 4 hours of work, you may craft a basic sharpshooting kit. The gold represents the materials and components to tinker with the designs of the kit. This basic sharpshooting kit includes 20 pointers, small disc-shaped projectiles that stick to targets, and a device you wear on your arm to shoot the pointers and send electricity towards them. As an action, you may shoot a pointer at a creature within 30 feet, making a ranged attack roll to stick to pointer to them. For 1 minute, you may expend an action to send electricity into the pointer, dealing 2d6 + your Dexterity modifier lightning damage. You may craft 20 more pointers for 10 gold and 1 hour of work.
Full Body Contact Improvement
At 7th level, you improve the effectiveness of your full body contact. Your full body contact feature now has Three uses and paralyzes opponents for 1d6 of rounds.
Indiscriminate Shock: 2 Million Volts
At 10th level, you break your the limits of your electrical potential and make an incredible wave of electricity. This version of your Indiscriminate Shock increases the range to 60 feet and deals twice as much damage. However, your brain short-circuits for longer, now lasting 2d6 + 4 turns. You may still choose to use your previous shock over 2 Million Volts.
Sharpshooting Gear Improvement
At 13th level, your sharpshooting gear improves. For 100 gold and 6 hours of work, you may improve your basic sharpshooting kit. By improving your sharpshooting kit, you add a glasses-like accessory that updates you with info regarding your pointers. With this improvement, you may now shoot multiple pointers and release your electricity into all of them at once. Should you do this, the damage dealt increases by 1d6 for every target shocked. The limit to the amount of pointers you may project your electricity into at once is three. In addition, the cost of making your pointers is reduced from 10 gp to 5 gp.
At 17th level, you manage to able to overcome the side effects of your Indiscriminate Shock 1.3 million volts. Once per day, if you use either of your Indiscriminate shocks then you may make a Wisdom saving throw (DC 15). On a success, your Intelligence remains unchanged and you may still take actions. On a fail, you take the negative effects of Indiscriminate shock. You recover your use of this feature after a long rest.
Stun Gun Hero: Charge Bolt
At 20th level, you have fully mastered Electrification and all the abilities that come with it. You may now exclude allies from the effects of you Indiscriminate Shocks and you add an additional 30 feet to your current movement speed.
A Sub-class based around your physical attacks and increasing the power in them.
- Improved Electrification Critical
At 3rd level, your Electrification attacks score a critical hit on a 19 or 20.
- Extra attack
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
- Critical Surge
At 11th level, critical attacks with your Electrification causes your target to be paralyzed until the end of their next turn. This feature does not stack with features like Full Body Contact.
- Electric Weapon
At 14th level, you can send electricity through a weapon like a sword or a dagger. When you make an attack with a non-magical metal melee weapon, you may add your Electrification damage to the weapon’s.
A Sub-class based around Shooting your electricity and more accurately making those shots.
- Eagle Eye
At 3rd level, you gain proficiency, or expertise if you already have proficiency, in Perception.
- Quick Shot
At 5th level, you become a much quicker shot with your Sharpshooting kit. You may now shoot pointers and send electricity into them as one action.
- Pointer Designer
At 11th level, when you create a set of pointers, you make double the amount.
- Lucky Shot
At 14th level, if you're about to miss a shot with your pointer, you may choose to succeed instead. You may do this up to three times per day and your uses of this feature are recovered after a long rest.