Electro Vision User (5e Class)
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Electro Vision User
Creating a Electro Vision User
|Credit for image goes to Yafaemi|
- Quick Build
You can make a Electro Vision User quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.
As a Electro Vision User you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons
Saving Throws: Dexterity and Charisma
Skills: Pick three from Acrobatics, Athletics, Arcana, Insight, Perception, Religion, History, Medicine, Nature, Persuasion, Slight of Hand and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 Martial Weapon or (b) Two Simple Weapons
- (a) leather armor or (b) scale mail
- (a) Explorer's Pack or (b) Scholar's Pack or (c) Diplomat's Pack
- (a) shortbow and quiver of 20 arrows or (b) sling and pouch with 20 sling bullets
- A Electro Vision
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Features||Elemental Infusions||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Vision, Fighting Style, Casting Style (Variant Feature), Spellcasting||-||2||-||—||—||—||—||—|
|3rd||+2||Electro Specialization, Elemental Particle||3||2||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||4||2||4||3||—||—||—||—|
|8th||+3||Ability Score Improvement||6||3||8||4||3||—||—||—|
|11th||+4||Elemental Resonance: High Voltage||7||4||11||4||3||3||—||—|
|12th||+4||Ability Score Improvement||8||4||12||4||3||3||—||—|
|16th||+5||Ability Score Improvement, Specialization Feature||9||5||14||4||3||3||2||—|
|19th||+6||Ability Score Improvement||12+Cha||5||15||4||3||3||3||2|
Starting at 1st level, you acquire an Electro Vision, a symbol of recognition granted by the Electro Archon for performing legendary feats, being pushed to the brink of losing everything or even in need of a friend. This vision represents your ambitions and dreams manifested as a physical item. It is virtually indestructible, and if taken, will return to your possession by any means possible at the start of your next turn after it leaves your possession. Your vision will always return to you in this manner unless you willingly give it to another creature, and if you perform this action, you will lose access to your class features until returned to your possession. The Visionless individual may also suffer from memory loss or a loss of self due to their vision not being in their possession. Your vision will function as a catalyst for all of your class features and a spellcasting focus ignoring verbal and material components(If applicable). Your Vision will become dull and lifeless upon death, save for another whom it next resonates with.
Electro Vision User DC = 8 + your proficiency bonus + your Charisma modifier
Starting at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
You get a +1 to ranged attacks within 10 ft of the target, and you no longer attack at disadvantage when you attack within that range.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a martial weapon to use this reaction.
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.
- Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
- Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Casting Style (Variant Feature)
For those who prefer a less physical method of fighting a more sophisticated art of war may suit them best. At 1st level, you've learned to manifest your newfound magical abilities in one of the following ways. Choose one of the following options:
When you make a disadvantaged ranged spell attack, you can use your reaction to guide your strike, granting you advantage on that attack roll.
Your ranged spell attack ignore half-cover and three-quarters cover.
Spells and cantrips with a range of touch can now be cast up to 15ft away.
When you take damage while concentrating on a spell, you can use your reaction to grant yourself advantage on the Constitution saving throw that you make to maintain your concentration on the spell.
When you cast a spell that affects you, you can automatically succeed on the first saving throw against that spell and take no damage if you would normally take half damage on a successful save.
You learn two cantrips of your choice from the bard, cleric, or warlock spell list, but only one from each class that deals any damage except lightning. Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the spell list in which you chose the cantrips. Additionally, when you cast them, they now instead deal lightning damage.
Whenever you cast a spell on your turn, you gain a +1 AC or +1 to the next saving throw you make. This effect lasts until the start of your next turn.
Whenever you cast a damaging cantrip as an action, you can also cast a non-damaging cantrip as part of the same action.
Whenever you cast a spell or cantrip which only targets one creature, you may cause one creature within 5ft of the target to make a Dexterity saving throw, or take damage equal to the number of damage die of the spell or cantrip.
Starting at 1st level, the Vision user begins to harness the latent power within their vision and as such, has unlocked the ability to cast spells.
At 1st level, you know two cantrips of your choice from the Electro Vision User Spell list. You learn additional Electro Vision User cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Electro Vision User table.
- Spell Slots
The Electro Vision User table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Electro Vision User spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 2nd Level and Higher
You know two 1st-level spells of your choice from the Electro Vision User spell list. The Spells Known column of the Electro Vision User table shows when you learn more Electro Vision User spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Electro Vision User spells you know and replace it with another spell from the Electro Vision User spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Electro Vision User spells, since the power of your magic comes from your capacity of understanding the workings of the death in order to control it. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Electro Vision User spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
As your connection with your vision grows, you have learned how to harness its powers to infuse its power within your weapon for a devastating strike. At 2nd level whenever you strike an enemy, you may empower yourself with Electro Energy to deal an additional 1d6 lightning damage. This damage die increases to a d8 at 7th level, a d10 at 14th level, and d12 at 18th level. The number of times you can use this feature is detailed within the Elemental Infusion table and you regain all uses of this feature after a long rest.
Upon obtaining your Electro vision, a connection slowly begins to manifest with your vision to aid in shaping your own destiny. Choose from The Outworld Traveler, The Scholar, The Driving Thunder, The Ocean Lord, The Wild One, The Raiden Shogun, or The Tengu Warrior. You gain features from your choice at 3rd level, and you gain additional specialization features at 6th, 10th, 15th, and 18th level.
Starting at 3rd level, when you successfully damage a creature using your elemental infusion feature, your vision will generate an elemental particle that can be spent to gain one additional use of your subclass features. As a bonus action or a reaction, you can spend the Particles to gain one extra use per day of the following features:
- Elemental Skill - 3 Particles
- Elemental Burst - 5 Particles
- Elemental Mastery - 7 Particles
You will lose all elemental particles after a long rest.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 7th level, you gain the ability to trigger elemental reactions. Elemental Reactions are special outcomes that are triggered when a Vision User and an ally use different damage types to create an unstable result due to the contradicting forces at play. All lightning damage you deal will cause creatures to have lingering electro energy for three rounds before the condition ends allowing for corresponding elemental damage to cause an elemental reaction. Triggering any elemental reactions will remove all previous elemental biased conditions from the affected creature unless otherwise specified. You can trigger an elemental reaction as many times as half of your proficiency bonus (rounded down) and triggering an elemental reaction with another Vision User will cause the vision user who triggers the reaction to lose one use of this feature. You regain all uses of this feature at the end of a long rest. Electro Vision users are able to trigger the following elemental reactions depending on what element you interact with using your Electro Vision User Features or spells.
Whenever you deal damage to an enemy with lightning damage from any of your Electro Vision User features or spells within three rounds after a creature receiving fire damage (or vice versa) by expending your reaction, you can trigger an explosion that will deal fire damage to all creatures within 5ft of the enemy. The targeted creature (or creatures within an area who would trigger the reaction) and all creatures within 5ft of them must all make a dexterity saving throw or take 3d6 fire damage and be knocked back 5ft in a direction of the GM's Discretion and prone. On a successful save they are not prone, knocked back, and take half damage. Triggering multiple instances of overload on creatures within 5ft of one another will only cause damage once from the respective overloads on creatures who have already been affected by the reaction. The overload explosion damage will increase to 4d6, 5d6, 6d6, 7d6, and 8d6 respectively at 9th, 11th, 13th, 15th, and 17th levels.
Whenever you deal lightning damage to a creature from any of your Electro Vision User features or spells within three rounds after a creature receiving the soaked condition or being affected by any water-based conditions (or vice versa), by expending your reaction you will cause them to make a constitution saving throw against your Electro Vision User DC or you cause them the Electro-Charged condition. Electro-charged will cause enemies to retain the soaked condition and now have electro energy linger for three rounds, deal 2d4 lightning damage at the end of each turn of the affected creatures until for three rounds, and the condition will spread to any creatures within 5ft of the affected if they also suffer from the soaked condition. On a successful save, they are not affected by electro-charged and but retain any previous elemental conditions such as soaked.
If a third elemental damage type is introduced while an enemy has been affected by Electro-Charged, that will result in two separate corresponding elemental reactions based on the present conditions by expending only one use of the elemental reaction feature.
Finally, if an electro Vision User spell or feature hits a body of water, a 20ft radius of the body of water (or more depending on the feature or spell used and its own respective range) will become electro-charged for three rounds causing creatures who enter inside it or that are in it to receive the electro-charged condition while they remain in the water refreshing itself so long as they remain inside the affected area of water. If they exit the affected body of water then for only three rounds.
For example: soaked->lightning damage->Electro-Charged->Fire damage->Overload and Vaporize reactions will be triggered simultaneously provided you have sufficient uses of the elemental reaction feature if not then any subsequent reactions that would have occurred do not activate.
The damage of electro-charged will increase to 3d4, 4d4 respectively at 13th, and 17th levels.
Whenever you deal damage to an enemy with lightning damage from any of your Electro Vision User features or spells within three turns after a creature receiving cold damage, you can expend a reaction to cause them and all creatures within 5ft of them to make a dexterity saving throw or suffer from the superconduct condition. Superconduct will deal cold damage in a 5ft radius of the affected creature dealing 2d4 cold damage and causing enemies to take increased damage from Bludgeoning, Piercing, and slashing damage by an amount equal to half your Electro Vision User level(rounded up) for the next three turns. On a successful save they are not affected by the Superconduct condition and only take half damage. The damage of superconduct will increase to 3d4, and 4d4 respectively at 13th, and 17th levels.
All other elemental reactions will be located at the end of the class features.
Elemental Resonance: High Voltage
Starting at 11th level, Whenever an ally within 15ft of you deals lightning damage, as a reaction, you will grant High Voltage for one minute to yourself and the ally within 15ft of you so long as they remain within range for the duration and being beyond the 15ft range will make the ally lose High Voltage. Every time an ally deals lightning damage within 15ft of the Electro Vision User for this minute duration they will also receive High Voltage, but they will only have it for the remainder of the original duration. High Voltage will cause all affected allies(yourself included) to deal increased lightning damage on any feature or spell which deals lightning damage by an amount equal to half your Electro Vision User level(rounded down). Additionally, if any ally with High Voltage is under the soaked condition, the soaked condition will end at the start of their next turn. Finally, if superconduct, overload, or electro-charged elemental reactions are triggered by any ally affected by High Voltage, all friendly characters will gain one Elemental Particle or 10 energy (Only applies if they are also a vision user). Additionally, starting at 17th level, the range of elemental resonance will increase to 30 ft. This feature can only be used once per short rest.
Starting at 15th level, you have developed a unique skill that allows you to peer into the ethereal plane and even see the true nature of things. For one minute, you gain 30ft true sight and while this feature is active, you may also see traces of magic within the world and even on creatures as if you had cast Detect Magic. Additionally, while Elemental Sight is active, when other creatures use a feature, trait, or cast a spell involving an element related to your elemental reaction feature, they leave a lingering trace of the element on themselves, allowing for this trace to substitute one application of damage for you to trigger your elemental reaction feature. You may only use this feature once per short or long rest.
Beginning at 20th level you have reached the apex of your abilities with your Electro vision, your Charisma score increases by 4. Your maximum for this score is now 24. Additionally, as an action, you may cause your vision to surge with power immediately granting any two of the following effects for one minute:
- • Gain 5 elemental particles.
- • Add one additional dice to the damage of your elemental infusion feature. (ex. 1d10->2d10)
- • Your elemental particles can now be used to substitute spell slots with 1 particle equaling a 1st tier spell and increasing in spell tier per additional particle used.
- • Grant any number of allies(excluding yourself) within 30ft of you lightning damage equal to your charisma Modifier on their melee attacks and additional lightning damage equal to your charisma modifier to any ranged attacks that deal lightning damage.
- • While High Voltage is active, triggering elemental reactions will grant all allies two Elemental Particles or 20 energy instead of one or 10 energy.
- • Grant yourself additional lightning damage equal to your Electro Vision User level whenever you deal lightning damage once per round for the duration.
This feature can only be used once per long rest.
Other Elemental Reactions
These are the other elemental reactions that can be triggered by other vision users or through special conditions.
Whenever a character applies the soaked condition and the creature within three rounds is affected by fire damage or is under the ignited condition by another ally(or vice versa) triggers the Vaporize elemental reaction. In order to trigger this reaction, a vision user must contribute one of the two elements present. Vaporize will deal increase the damage of the element which triggers the reaction depending on if it was a fire or water-based damage. If it was fire damage, increase the damage dealt by an additional two dices, or if no die is present, then deal amount of fire damage equal to the level Vision user who triggered the reaction. If it was water-based damage increase damage dealt by three additional die or if no die is present then an amount equal to twice the level of the Vision user present for the reaction.
Whenever a character applies the ignited condition or a creature has received fire damage within three rounds and is then affected by cold damage by another ally(or vice versa) triggers the Melt elemental reaction. In order to trigger this reaction, a vision user must contribute one of the two elements present. Melt will deal increase the damage of the element which triggers the reaction depending on if it was a fire or cold damage. If it was cold damage, increase the damage dealt by an additional two dices, or if no die is present, deal damage equal to the level of the Vision user present for the reaction. If it was fire damage increase damage dealt by three additional die or if no die is present, deal an amount equal to double the level of the Vision user present for the reaction.
Whenever a character applies the soaked condition and the creature within 1 minute is affected by cold damage by another ally(or vice versa) triggers the frozen elemental reaction. Frozen will cause the creature to gain a special frozen condition which functions like the stunned condition with the exception of they will also be affected by lingering cryo for one minute for any other elemental reactions. The stunned condition applied by the Frozen elemental reaction will last for 2 rounds. If a creature affected by the frozen condition is damaged by any explosion, received damage from any weapon with the heavy property, or is damaged by any Geo Vision User class feature(does not include spells), it will cause the Shattered reaction.
The shattered reaction is triggered by a frozen character receiving damage from any explosion, any weapon with the heavy property, or when affected by a damaging effect from a Geo Vision User class feature(does not include spells). Shattered will deal additional damage of the corresponding type which triggered the shattered effect by an additional dice or half the primary attribute of the vision user who contributed to the reaction(if two were present then the vision user who triggered the frozen reaction last) and this damage will ignore resistance and immunities to the triggering damage type.
The Outworld Traveler
|The grand Sovereign of Immernachtreich, creator of another universe, pioneer of true paradise, The Prinzessin der Verurteilung, Fischl von Luftschloss Narfidort and her ever-faithful familiar Ozvaldo von Hrafnavines, he who holds dominion over the stars and skies of three different universes, and curator of the souls of the mighty who fall in battle. (Credit for image goes to Sca2Let) (chuunibyo May also pique your interest)|
At 3rd level, you gain proficiency in Martial Ranged Weapons, Cartographer’s tools, the skills Survival, Perception, Investigation, and Animal Handling. If you already had proficiency in any of these skills gain expertise.
Bolts of Downfall
Starting at 3rd level, As an action, whenever you are using a ranged weapon you can expend a spell slot to perform a charged attack at an enemy. This charged attack requires you to make a ranged weapon attack and instead of your weapon's normal range it will have a range of 60ft and upon hitting an enemy will deal 2d8 lightning damage in addition to your normal weapon damage. The damage of your charged attack will increase per spell slot expended by an additional 2d8.
Additionally, At the start of your turn, you may now use your action on your turn to aim at an enemy in preparation for a precise shot granting you advantage on your next ranged weapon attack on your next turn. When you take this action you are considered to be concentrating, and your movement for those two turns will be halved.
Finally, beginning at 9th level, as a bonus action you when you expend a spell slot to perform a charged strike, you may imbue the shot with additional electro energy with aid from your raven familiar if they are active and within 100ft of you to become a piercing shot that will cause all creatures within a 60ft line to make a dexterity saving throw or take your charged attack, and weapon damage or half on a successful save.
Elemental Skill: Summon Raven Familiar
Starting at 3rd level, as a bonus action you may summon your Raven Familiar to aid you in your endeavors. This raven familiar is only loyal to you, will follow your orders to the best of its abilities, and will always have your best interests in mind. Your raven familiar will share your Charisma and Dexterity scores, have a Strength score of 4, Constitution score of 10, Intelligence of 12, and Wisdom of 14. Its AC will be equal to 13+ Your Charisma modifier, and have HP equal to your Electro Vision User level + times your Proficiency modifier, and have a movement speed of 20ft and flying speed of 100ft. The raven familiar will speak any languages you can speak, be proficient in any skills and saving throws you are considered proficient in, will have its own initiative in combat and will act on its own during its turn, and as an action, you may peer through your Raven Familiar's eyes, during this you are blind and deaf of your own senses but can perceive things from your raven's perspective. Your raven familiar will have access to this action on its turns.
Freikugel (Vision User's Dexterity Modifier + Proficency Bonus) to hit, reach 20/40 ft, one target. On hit this attack will deal the Vision User's Cha Modifier in Lightning damage.
Thundering Retribution If the Electro Vision user fires a charged attack at Oz, he will call down retribution from the skies striking an area within 50ft of Oz. All creatures within this 10ft radius will make a dexterity saving throw (against Vision User's DC) or take lightning damage equal to Freikugel's damage + The Vision User's charged attack on a failure or half on a success.
Additionally, whenever you cast a touch spell, your Raven Familiar may deliver the spell as if it had cast itself up to a range of 10ft but they must be within 100ft of you to do so. Your Raven Familiar will last until dismissed and as a bonus action, you may dismiss your familiar allowing it to be resummoned at a later time at full health and remove any negative conditions, but if your familiar reaches 0 HP in combat, you may not resummon them for 24 hours regardless of additional uses of this feature.
Finally, if you fire a charged attack at your Raven Familiar, as a reaction it will perform a special attack calling down thundering retribution in a 10 foot radius with a maximum range of 50 feet. This feature can only be used once per long rest unless otherwise specified.
Pilgrimage of Bleak
Starting at 6th level, Whenever in the wilderness you always know which direction is north, you can find food and water to sustain up to four people for a day with minimal effort (provided the environment is bountiful enough), when moving stealthily your movement will not be reduced, and all travel times are reduced by 25% due to your efficient pathfinding. Additionally, You now expend a bonus action on the turn you aim for a precise shot to make a perception check against your target's AC to identify a weak spot. On your next turn, if you successfully hit an enemy with a ranged weapon after identifying a weak spot on an enemy, you will reduce the creature's damage vulnerability by one stage to your weapon's normal damage but they cannot gain vulnerability to your weapon's damage and you gain an additional dice of damage on your weapon for this attack. Ex. Immunity->Resistance->Normal damage. Finally, whenever an elemental reaction involving lightning damage occurs, as a reaction your familiar will strike an area with a radius of 5ft within its normal attack range, causing creatures in the radius to make a dexterity saving throw or take its normal attack damage or half on a success.
A gift from mein Fräulein When the Electro Vision User contributes to an elemental reaction, as a reaction Oz will strike an area in a 5ft radius at the enemy(or area) where the elemental reaction is being triggered upon. All creatures within the radius must make a dexterity saving throw (against Vision User's DC) or take Freikugel's damage or half on a success.
Elemental Burst: Midnight Phantasmagoria
Wings of Darkness, come, sever the night from day!
Starting at 10th level, As an action, if your Raven Familiar is not summoned, you may take its form gaining its statistics except for INT, WIS, and CHA with increased flight speed equal to 5+your CHA modifier for one minute. During this period, you may not cast any spells, and only have access to your Elemental Infusion, Elemental Reaction, Elemental Resonance, and Elemental Overload features (if you already had them). While this form is active you have access to the Wings of Nightmare bonus action, and can use your familiar's normal attack at an increased range of 30ft benefiting from extra attack and counting as a weapon attack. This transformation can be dismissed early as a bonus action or will end prematurely if your HP is reduced to 0 in this form. If the transformation duration ends or is dismissed early, you will reappear in an unoccupied space within 5ft of you with your familiar being summoned at your previous location as if he were summoned normally. If you were reduced to 0 HP, you will take any leftover damage and the damage dealt to you during the transformation. Alternatively, if your raven familiar is summoned, as an action, you command your raven familiar to fly high in the air to rain down a shower of electrified arrows for three rounds. During this time your familiar will have resistance to all damage as they surge with electro energy and on the turn, this action is used, they will rain a shower of arrows to all enemies in a 30ft radius with a maximum range of 100ft. The shower of arrows will cause enemies to make a dexterity saving throw or take 2d12 lightning damage or half on a success. During each of your familiar's following turns it will continue to rain arrows as their action and cannot take any other actions during this time. At the end of the three rounds, on your familiar's next turn it will dive down to a location within 100ft dealing massive lightning damage in a 10ft radius. All enemies within this radius must make a dexterity saving throw or take 6d12 lightning damage or half as much on a success. This feature can only be used once per long rest unless otherwise specified and if your Raven Familiar was reduced to 0HP while summoned, you cannot use this feature until the 24 hours are up.
- Wings of Nightmare: As a bonus action, you sweep the battlefield in a 20ft line causing all enemies in your path to make a dexterity saving throw or take 2d12 lightning damage or half as much on a success.
Elemental Skill Improvement
Starting at 14th level, While your Raven Familiar is now summoned every weapon attack the Vision User performs will be followup by an attack from their familiar, adding an additional d4 of lightning damage to all weapon attacks made by the Vision User. Additionally, while your raven familiar is summoned you gain an additional extra attack, for a total of 3 attacks.
Elemental Burst improvement
Starting at 16th level, After using your elemental burst with your familiar summoned, all enemies who are within the 30ft zone are now considered vulnerable to lightning damage, if they had resistance, it is now treated as normal, and immunity now resistance. Additionally, when using your elemental burst while your familiar was not summoned, at the start of each of your turns while transformed you force one enemy within 15ft of you to make a dexterity saving throw or be struck by lightning dealing 2d12 lightning damage or half on a successful save.
Elemental Mastery: Flowers for the Princess
Starting at 18th Level, While your Raven Familiar is summoned, you may now activate your elemental resonance with them as though they were a normal ally when they deal lightning damage. You may only use this feature once per long rest unless otherwise stated.
|Lisa, Witch of Purple Rose. (created by Hanh Chu)|
- Bonus Proficiencies
At 3rd level, you gain proficiency in Arcana, Investigation, Alchemist's Supplies. If you already had proficiency in any of these skills, gain expertise instead.
|Level||Cantrips Known||Spells Known||Max Spell Level|
Starting at 3rd level, you have gained deeper insight into the magical art through vigorous study, granting access to the advanced spellcasting table, gain access to the Arc cantrip which does not count against your cantrips known and you may now use spells from the Sorcerer spell list, however, you cannot use any damaging spells other than lightning damage or employ the use of non-lighting, or arcane based forces.
Elemental Skill: Violet Arc
You're in for a little shock.
Starting at 3rd level, as a bonus action whenever you cast a spell or cantrip which deals lightning damage, you may use your Electro Vision to further amplify it. The spell or cantrip will deal an additional d4 lightning damage and will apply a stack of the conductive status on them. Conductive can stack up to a maximum of three and each use of the Violet Arc elemental skill as a bonus action will apply it to all creatures affected by your spell or cantrip. Additionally, if a spell or cantrip only targets one creature, upon impact, your violet Arc will deal its damage to all creatures within 5ft of your target and if this feature is used to trigger superconduct or overloaded elemental reactions, it will apply two stacks on conductive instead of one. This part of the Elemental Skill will have a number of uses equal to your 2+ Your Charisma modifier(Minimum of one). The damage of this portion of your elemental skill will increase to 2d4, 3d4, and 4d4 at 7th, 13th, and 17th levels respectively
Alternatively, as an action, you may channel energy from your electro vision for one round to deliver a devastating strike from the heavens. While you are channeling, you are considered concentrating, and starting on your next turn, as an action you call down lightning striking all enemies within a 30ft radius of you. All enemies will make a dexterity saving throw or take 4d6 + your Charisma modifier (minimum of one) lightning damage or half as much on a success. All enemies who have a stack on conductive will take an additional dice of damage per conductive stack. This action will clear the conductive condition on all enemies affected. This action can only be used a maximum of twice per long rest unless otherwise specified and once used twice will make this feature unusable until your next long rest. The damage of this portion of your elemental skill will increase to 5d6, 6d8, 7d10 at 7th, 13th, and 17th levels respectively.
Starting at 6th level, When it comes to your work or even everyday life, you strive to achieve maximum efficiency in whatever task you perform. Whenever you buy an item or supplies, you refund 25% of all gold used, and whenever you create an item roll a d4. On a 4, you also retain some of the components used to create the item. Additionally, using your Elemental Skill feature as an action will grant additional elemental particles equal to the number of enemies damaged up to a maximum of half your proficiency bonus.
Elemental Burst: Lightning Rose
Starting at 10th level, as an action you cause a field of electricity to erupt from you creating a storm bringing your fury down onto your enemies. The field will have a radius of 30ft centered on the space in which you initially used this feature and will target one enemy of your choice within the field and blast them with a constant stream of electricity. The chosen enemy must make a Strength saving throw or take 2d6 lightning damage and be pushed back 10ft in a direction away from the center of the field they will repeat this saving throw at the start of each of their turns until they are reduced to 0HP or a different target is chosen. As a bonus action, you may freely change the target of this feature, and once used the field of electricity will last for one minute. Additionally, the number of enemies this feature will target increases by 1 at 12th, and 14th levels. This feature can only be used once per long rest unless otherwise specified.
Elemental Skill Improvement
Starting at 14th level, While channeling your elemental skill as an action, you are covered in a protective electromagnetic field, granting you resistance to all damage and advantage on checks to maintain concentration for the duration of the channel. Additionally, the number of uses of the bonus action portion of your elemental skill increases from your charisma modifier to double your charisma modifier.
Elemental Burst improvement
Starting at 16th level, When you use your elemental burst, you may now summon it at any point within 30ft of the Vision User, and as a bonus action, move its center up to 15ft in any direction, however, if used in this manner, it will not knock enemies back from the center. All enemies affected by your elemental burst when used in this manner will now make a constitution saving throw or take 3d6 lightning damage or half on a success. Finally, enemies who take damage caused by your elemental burst will take additional damage from all sources equal to your charisma modifier for three turns refreshing each time they are dealt damage by the feature.
Elemental Mastery: The Lightning Witch
Starting at 18th Level, As a bonus action, you can emit a pulse of electricity to all enemies within 30ft of you instantly applying three stacks of the conductive condition on to all affected creatures. This feature can only be used once per long rest unless otherwise specified.
The Driving Thunder
|Keqing, Yuheng of the Liyue Qixing (Created by Vardan)|
Starting at 3rd level, You've honed your swordplay to such a degree, only a few in the world can rival you. While wielding a shortsword, Katana, or Wakizashi, you have an Armor Class equals 10 + your Dexterity modifier + your proficiency bonus and these weapons are always considered finesse weapons for you. Additionally, when you make an attack using any of these blades, you may expend a spell slot to make two additional attacks as a bonus action with the same weapon dealing a d4(without any attribute modifiers) in place of its normal damage and when using a spell slot of 2nd level or higher, gain one additional attack following the same rules. Finally, you gain access to the twin slashes feature.
- Twin Slashes: As an action, you exert yourself to slash twice at rapid speeds. All enemies within a 5ft cone in front of you will make a dexterity saving throw, on a failure, roll your weapon damage dice twice, they take damage equal to the result. You may only use this feature a number of times equal to your Constitution modifier (minimum of one). This feature counts as a melee weapon attack.
Elemental Skill: Stellar Restoration
Starting at 3rd level, as a bonus action you conjure a small lightning Stiletto which you can then make immediately make a ranged attack up to a range of 20ft at a single enemy dealing 2d3 Lightning damage on hit or throw to a location within 20ft of the electro vision user. The stiletto will linger at the exact location thrown or target hit for three rounds and can remain suspended mid-air at the specified point if desired. As an action, All enemies within a 5ft radius of The Electro Vision User when initially using this portion of the feature must now make a dexterity saving throw against your Vision User DC or take 1d12 lightning damage on a failure or half as much on success, and all enemies within 5ft of the terminus point of the blink must also make this saving throw. you may blink to the location of your stiletto delivering a slashing attack against all enemies within a 10ft cone in front of you with your bladed weapon. All enemies within the cone must make a dexterity saving throw against your Vision User DC or take 1d6 lightning damage and 1d6 slashing damage or half as much on a success. The cone's lightning and slashing damage will increase to 2d6, 3d6, and 4d6 at 7th, 13th, and 17th levels respectively. Beginning at 13th level the damage caused to enemies within 5ft of the Electro user upon initially blinking and reaching their destination will increase to 2d12.
Additionally, after blinking to your stiletto, for the next minute, all of your attacks with your wielded weapon will be electro-infused, on every successful melee attack with the weapon deal an additional d4 of lightning damage.
Finally, beginning at 7th level, if your lightning stiletto is within the range of your Twin slashes feature when used, you will instead make two thundering cuts that will add an additional 1d8 lightning damage to your Twin Slashes feature. Your thundering cuts damage will increase to 3d8, and 5d8 at levels 13, and 17th respectively. You may only use this feature once per long rest unless otherwise specified.
Starting at 6th level, You learn three additional languages of your choice, and when making a Charisma (Deception) or Charisma (Persuasion) check to have someone believe something you say, you add double your proficiency bonus instead of your normal proficiency bonus.
Additionally, once per long rest, before initiative is rolled, you grant your allies (yourself included) a bonus to initiative equal to your proficiency bonus due to your inspiring presence.
Finally, beginning at 7th level, whenever the electro vision User is involved in an electro-related elemental reaction, for the three rounds, they gain additional damage to all of their melee attacks equal to their proficiency bonus.
Elemental Burst: Starward Sword
Starting at 10th level, As an action, you infuse yourself with electro energy and blend into the shadow of your blade to make dozens of lightning-fast strikes within the blink of an eye leaving. Upon initially using this feature, for the next minute you lower the critical strike range of your wielded weapon by one stage and you now generate one elemental particle upon landing a critical strike. Make five weapon attacks choosing up to five creatures or directing your attacks as you see fit within a 20ft radius centered on you and dealing d4 lightning damage and d4 slashing damage on hit trail of lightning in your wake. The damage of both the lightning and slashing damage will increase by 1d4 at 15th and 20th levels respectively.
Finally, make all enemies within the 20ft make a dexterity saving throw, on a failure they take 3d4 slashing and 3d4 lightning damage and are knocked prone. You then blink to an unoccupied space within 5ft of one of your chosen targets. The slashing and lightning damage of this portion of the feature will increase in damage to by 1d4 at 15th and 20th levels respectively. You may only use this feature once per long rest unless otherwise specified.
Elemental Skill Improvement
Starting at 14th level, Increase the range of your lightning stiletto to 40ft, and when you successfully damage a creature with your electro-infused weapon roll a d6, on a 6 gain one elemental particle.
Elemental Burst improvement
Starting at 16th level, Upon initially using your elemental burst, for one minute you lower the critical strike range of your wielded weapon by two stages instead of one, and increase the radius of it to 30ft centered on you.
Elemental Mastery: The Approaching Storm
Starting at 18th Level, As a bonus action, for the next minute, you charge your body with electro energy granting bright light for 10ft and dim light for an additional 10ft as you shine like a tenacious star continuously growing in power. You may blink at will up to 15ft to an unoccupied space once per round on your turn, and successfully striking an enemy with your twin slashes, elemental skill, or elemental burst features will grant 2 additional lightning damage to all of your attacks increasing to a maximum of 6 for the duration. The additional damage increase can only occur once for each unique feature used for the duration.
Additionally, for the duration by expending a spell slot of any tier, you may blink 15ft to an unoccupied space as a reaction, evading any attack you would've been struck by or only take half damage if it is a saving throw. You may only use this feature once per long rest unless otherwise specified.
The Ocean Lord
|(created by Anri|
At 3rd level, you gain proficiency in all melee weapons with the heavy property, Athletics, Insight, Intimidation, and all water vehicles. If you already had expertise in any of these skills, gain expertise instead.
Starting at 3rd level, Increase your hit dice from a d6 to a d8 and increase your hit point maximum by an amount equal to your level, and whenever you gain a level in this class, increase it by an additional 1. You gain a swim speed equal to your movement speed and are immune to the frightened condition, and any form of intimidation. Additionally, You count as one size larger for grappling, and when determining your carrying capacity and the weight you can push, drag, or lift. Finally, you cannot benefit from the tough feat or any similar feats.
Elemental Skill: Tidecaller
Eyes on me!
Starting at 3rd level, As an action, you raise your weapon high in a ready position as electro energy surges around you in a protective manner. You gain temporary Hit Points equal to five times your level for up to three rounds in which you cannot attack, nor cast spells and for each application of damage you take, you imbue your weapon with electro energy, storing it for the right moment. For subsequent turn spent maintaining your Tidecaller defensive stance, you will mitigate an amount of damage equal to your proficiency bonus and at any point, after your initial turn using the Tidecaller feature has ended you can use the lightning counter feature. Additionally, While you have temporary HP from this feature, half of any lightning damage you take is instead stored as additional energy to expend as a part of your lightning counter feature. If you do not take your reaction or are unable to by the end of your three turns, then at the start of your next turn if you are able to, you will use the lightning counter feature as an action instead of a reaction. Alternatively, as an action, you may imbue your weapon with electro energy and make a single melee attack and on hit, deal your weapon's normal damage plus an additional 2d8 lightning damage. The damage of this alternative use of the Tidecaller feature will increase to 4d8, 6d8, and 8d8 at the 7th, 13th, and 17th levels respectively. You can use this feature a number of times equal to half of your proficiency modifier per long rest unless otherwise specified.
- Lightning Counter: As a reaction, you unleash all of the stored electro energy you have been withholding to strike back at your foes tenfold. All enemies within a 15ft cone in front of you must make a dexterity saving throw against your Vision User DC or take a number of d8s in lightning damage equal to the number of times you were damaged while maintaining your Tidecaller stance up to a maximum of die equal to your level or half as much on a success. If any lightning damage is taken while storing electro energy, you will add the amount stored to your damage dealt.
Conqueror of Tides
Starting at 6th level, triple the number of minutes you are able to hold your breath and if choking or suffocating, double the number of turns in which you can survive, your movement speed is now doubled when swimming and you now gain advantage to break out of any grapple, or restrains. Additionally, one per combat encounter, upon taking damage from an enemy you can see, as a reaction, you can make a melee weapon attack against that enemy if they are within range of your weapon and cause them to make a constitution saving throw against your Vision User DC or be stunned for one round as you deliver a thunderous counterattack. This counter-attack will also deal an additional die of lightning damage to the enemy struck. Finally, you have advantage of resisting the effects of any form of ingested alcohol.
Elemental Burst: Stormbreaker
Starting at 10th level, You recall the moments just before receiving your vision, reliving the experience causing a rush of adrenaline as you unleash that same monstrous strength once again. As a bonus action, you call forth your dormant power as you unleash a burst of electrifying energy causing all enemies within 5ft of you to make a constitution saving throw against your Vision User DC or take 3d6 lightning damage or half as much on a success. For the next minute, you then irradiate an aura of electro energy causing all enemies who end their turn within 5ft of you to make a constitution saving throw or take d6 lightning damage or none on success as you are constantly discharging lightning. Additionally per round, when you successfully hit an enemy with a melee weapon attack you make will cause lightning to discharge from you dealing an additional 1d6 lightning damage to your attack. This lightning discharge will jump to any enemy within 5ft of your target causing them to make a constitution saving throw or take your discharge damage on a failure or none on a success. Finally, for the duration, you gain advantage against all negative conditions and decrease all damage taken by an amount equal to half of your constitution modifier and if you were affected by any negative conditions (with exception to exhaustion because you will only ignore its negative effects while under the effects of Stormbreaker instead of removing it) before or during your elemental burst duration, they cannot last more than one round unless otherwise specified by your GM (an example would be the grapple condition). The damage dealt by your initial burst of energy will increase to 4d6 and 5d6 at levels 15 and 20 respectively and your lightning discharge damage will increase to 2d6 and 3d6 at the same levels. You can use this feature a number of times equal to half of your proficiency modifier per long rest unless otherwise specified.
Elemental Skill Improvement
Starting at 14th level, when you take lightning damage while maintaining your defensive stance after using your elemental skill you now instead absorb all of the damage and store it as electro energy, and if the number of d8s dealt by your lightning counter reaches its maximum, for the next minute after using it, every successful melee attack will add an additional d4 force damage and you can make an additional extra attack for the duration.
Elemental Burst improvement
Starting at 16th level, While Stormbreaker is active, you ignore all resistance and immunity to lightning damage and you now gain temporary HP equal to your Electro Vision User level.
Elemental Mastery: Retribution Counter
Starting at 18th Level, as a reaction to taking damage from a target you can see, you can immediately use your lightning counter at the attacker without expending a use of your elemental skill dealing the maximum amount of damage possible with the feature on a failure and half on a success. You can only use this feature once per long rest unless otherwise specified.
The Wild One
At 3rd level, you gain proficiency in animal handling, survival, nature, perception, and melee martial weapons. If you already had proficiency in any of these skills gain expertise instead.
Starting at 3rd level, if you don't already possess natural weapons, you may use both your claws and fangs as natural weapons which you may use for unarmed strikes which you are proficient with. Your claws can deal slashing damage equal to 1d4 + your Strength or Dexterity modifier and your fangs can deal piercing damage equal to 1d6 + your Strength or Dexterity modifier. Additionally, you may bite an enemy as a bonus action if you used the attack action on your turn. Finally, you may take the Dash action as a bonus action.
Elemental Skill: Claw and Thunder
Starting at 3rd level, As an action, you may make a melee attack at an enemy using the spirit claw of your inner wolf dealing 1d6 slashing damage and 1d6 lightning damage and granting you an Electro Sigil which lasts until you leave combat, or up to a minute. You may have up to a maximum of three Electro Sigils and you may use this portion of your elemental skill up to three times per long rest unless otherwise specified. Alternatively, As an action, if you are in possession of a sigil, you can gather electro energy to unleash a wave of lightning within a 10ft radius centered on the Vision User consuming any you possess in the process. All creatures within the radius must make a dexterity saving throw against their Vision User DC or take 2d8 lightning damage + a number of d4s equal to your number of sigils or half as much on a success. Using this alternative feature will consume all of your sigils and will cause your elemental skill feature to be unusable until you finish a long rest unless otherwise specified. The damage of the claw portion of this feature increases in damage to 2d6, 3d6, and 4d6 slashing and lightning at 7th, 13th, and 17th levels respectively, and the thunder portion's damage increases to 3d8, 4d8, and 5d8 at the same level increments.
Starting at 6th level, When tracking or hunting any creature you gain advantage on all checks. Additionally, when you attack a creature who is below half of their maximum hit points, your critical strike range will lower against them by one stage, and beginning at 8th level if you gain an elemental particle you will gain additional damage on all of your attacks equal to half of your proficiency bonus (rounded down). Finally, choose an environment between the options of: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your selected terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Elemental Burst: Lightning Fang
Starting at 10th level, as a bonus action you surge with electro energy allowing you to manifest a visage of your inner wolf behind you for two rounds, and causing all enemies within 5ft of you must make a dexterity saving throw against your Vision User DC or take 2d8 lightning damage or half as much on a success. If you have any sigils prior to using this feature, all of them are consumed and turned into elemental particles. While your inner wolf is manifested you will be unable to cast spells, nor maintain them and you gain the following benefits.
- You gain an additional Extra attack.
- You gain resistance to lightning damage.
- For every successful melee attack you make, your inner wolf will strike with you dealing 1d6 slashing and 1d6 lightning damge.
- You gain advantage on all Constitution checks and saving throws.
- You are immune to damage caused by the electro-charged elemental reaction.
Once you use this feature you cannot use it again until you complete a long rest unless otherwise specified.
Elemental Skill Improvement
Starting at 14th level, Enemies damaged by your elemental skill will take additional damage from all sources equal to your half proficiency bonus (rounded down) until the end of your next turn.
Elemental Burst improvement
Starting at 16th level, upon activation of your elemental burst, If you no longer have any uses of your elemental skill, reset the feature as if you had taken a long rest. Additionally, extend the duration of the manifestation of your inner wolf by one round.
Elemental Mastery: Lupus Fulguris
Starting at 18th Level, as a bonus action, for the next minute as long as you have an elemental sigil and land a successful melee attack roll a d10, on a 10, you gain one elemental particle. For each additional sigil you possess, lower the threshold to gain an elemental particle by one. Additionally, one per turn, whenever you make a melee attack, you deal additional lightning damage equal to half of your Electro Vision User level. Finally, while your inner wolf is manifested during this minute, you will gain another extra attack for a total of four. You can only use this feature once per long rest unless otherwise specified.
The Raiden Shogun
Whether bestowed a Gnosis from a higher power or inheriting one from the previous shogun, you have now become the Archon of Lightning. Your Geo Vision has been replaced with a Gnosis which stays dematerialized until you wish to summon it into existence, additionally, you gain proficiency in Polearms, martial swords, Intimidation, and persuasion. If you already had proficiency in any of these skills you instead gain expertise. Finally, when not wearing armor, Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
Starting at 3rd level, your body has now begun to transcend its mortal coil as you now serve as a vessel for the Archon of Thunder. You now have resistance to lightning and thunder damage and for every elemental particle you possess, you now deal an additional +1 lightning damage on all of your spell and attack rolls (to a maximum of +5). Additionally, you may choose one melee weapon and select that weapon as your signature weapon. You may now summon and dismiss the weapon at the start of combat or as a bonus action on your turns, and you now deal an additional d4 damage of the weapon's current damage type when you hit a creature with it. Finally, this signature weapon now counts as a spellcasting focus for you.
Elemental Skill: Baleful Omen
Starting at 3rd level, As an action, you may unveil a shard of the Lightning Archon's Euthymia causing all hostile creatures within 10ft of you to make a dexterity saving throw or take (your proficiency bonus)d8 lightning damage or half as much on a success. Additionally, a number of friendly creatures equal to your proficiency bonus (excluding yourself) will gain an eye of judgment over them allowing them or yourself to expend a reaction to perform a coordinated strike against an enemy they land a successful attack against. The additional damage will be equal to (your proficiency bonus)d4 lightning damage and can only be used once per round. Finally, if a creature uses an elemental skill when affected by this feature, the elemental skill will improve by either your choice of increasing the damage die, healing die, or DC (if it is a saving throw) by an amount equal to half of your proficiency bonus (rounded up). The eye of judgment will last for 1 minute and this feature can only be used once per long rest unless otherwise specified.
Starting at 6th level, Gain proficiency in one skill or tool of your choice, your body no longer ages and you will no longer feel the effects of old age, and if you are no longer in your prime, you de-age to be in your prime once more. Your form can no longer be altered or changed unless you allow it to be and you gain advantage against any effects that charm or would cause the frightened condition. Additionally, any attacks or spells you use now bypass resistance to both lightning and thunder damage. Finally, by touching a weapon for at least 1 minute you may now restore it to its former glory causing it to be magically restored as if it was freshly crafted and granting it resistance to any effect which may break, damage, or rust the weapon. This effect lasts indefinitely or until dispelled by Dispel magic cast at a spell tier equal to 3+ your proficiency bonus.
Elemental Burst: ???
Starting at 10th level,
Elemental Skill Improvement
Starting at 14th level,
Elemental Burst improvement
Starting at 16th level,
Starting at 18th Level,
The Tengu Warrior
|(Created by Cioccolatodorima)|
At 3rd level, you gain proficiency in
Starting at 3rd level,
Elemental Skill: ???
Starting at 3rd level,
Starting at 6th level,
Elemental Burst: ???
Starting at 10th level,
Elemental Skill Improvement
Starting at 14th level,
Elemental Burst improvement
Starting at 16th level,
Starting at 18th Level,
Electro Vision User Spell List
You know all of the spells on the basic Electro Vision User spell list and additional spells based on your subclass.
- 1st Level
- 2nd Level
- 3rd Level
- 4th Level
- 5th Level
Prerequisites. To qualify for multiclassing into the Electro Vision User class, you must meet these prerequisites: You cannot multiclass into Electro Vision User, nor can you Multiclass to a different class.