Electrokinetic (5e Class)
Electrokinetic[edit]
An electrokinetic is someone who is able to harness and use electricity for attacking, defending or healing. They can create, shape and manipulate electricity, a form of energy resulting from the movement of charged particles (such as electrons or protons), allowing control over electric fields, and all charge carriers (ions, electrons, protons and positrons). They use their abilities to heal their wounds, restore energy, or heal others. They often use acrobatic and athletic prowess to scale tall objects/obstacles to use their Thunder Drop ability on opponents. An electrokinetic can eventually learn to harness the electricity in the air to summon a powerful electrical storm.
Creating an Electrokinetic[edit]
Some electrokinetics have acquired their power through self-experimentation, some through accident, and the rest through other means. The player chooses how they came about, with approval from the DM.
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 4d4 x 10 gp 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 | 20 | 4 |
3rd | +2 | Electric Drain, Psychic Vision, Karmic Path feature | 20 | 6 |
4th | +2 | Ability Score Improvement | 20 | 6 |
5th | +3 | Arc Restraint, Static Thrusters, Lightning Bolt feature | 30 | 9 |
6th | +3 | Electric Conduit feature, Karmic Path feature | 30 | 9 |
7th | +3 | Shock Grenade | 30 | 12 |
8th | +3 | Ability Score Improvement | 40 | 12 |
9th | +4 | Gigawatt Blades feature | 40 | 15 |
10th | +4 | Induction Grind, Karmic Path feature | 50 | 15 |
11th | +4 | Precision, Psychic Vision feature | 50 | 18 |
12th | +4 | Ability Score Improvement | 60 | 18 |
13th | +5 | Megawatt Hammer | 60 | 21 |
14th | +5 | Shock Grenade feature | 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 | 32 |
Unarmored Defense[edit]
Starting at 1st level, the electricity coursing through your veins has given you the ability to evade attacks efficiently. As long as you are not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Electrokinesis[edit]
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[edit]
Starting at 1st level, you gain the ability to shoot bolts of electricity from your hands. Unlike the spell of the same name, these bolts are smaller and do not automatically hit creatures in their path. Choose a target within 100 feet of you and make a ranged attack using your Charisma modifier. On a hit, you deal 2d6 lightning damage + your Charisma modifier.
Energy[edit]
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.
You regain spent battery core points after a long rest.
Gigawatt Blades[edit]
At 1st level, you have the ability to damage your enemies more effectively. As a Bonus 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 2d6 + your Charisma modifier lightning damage to your target. At 9th level, this damage increases to 3d6, and to 4d6 at 17th level. You can use Dexterity instead of Strength for the attack and damage rolls of your gigawatt blades. Gigawatt Blades last a number of rounds equal to 1 + your Charisma modifier, minimum 2 rounds.
Electric Conduit[edit]
Starting at 1st level, 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).
Beginning at 6th level, you are resistant to lightning damage.
Karmic Path[edit]
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), or for those who wish to be more of an anti-hero or on the softer side of villain, 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[edit]
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 10 feet you drop, the shockwave hits everyone and everything in a 5 foot radius. Creatures within the blast radius must make a Dexterity saving throw. A target takes 1d6 thunder damage for every 10 feet you drop on a failed save, or half as much damage on a successful one. For example, if you drop 40 feet at 8th level, all creatures within a 20-foot-radius (5 x 4 = 20) will take 4d6 thunder damage.
All creatures size Large or smaller hit by the blast must succeed on a Strength saving throw or be pushed 5 feet away for every 20 feet you drop. Using the example above, creatures caught in the blast that fail their saving throw would be pushed back 10 feet.
You can Thunder Drop a number of feet equal to your fall distance and you can use this feature a number of times equal to your proficiency bonus.
Alternate rule: Instead of pushing people 5ft away for every 20ft you drop, for every 30ft you fall each creature within 10ft needs to make a strength saving throw to not get knocked prone. Look at Electrokinesis to find the DC
Electric Drain[edit]
Beginning at 3rd level, as an Action, and as long as you maintain concentration for a number of rounds equal to half your levels, rounded down, you can drain electricity from external electrical 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 each round you maintain the drain.
If you use this feature on a creature that is made out of electricity, on a successful ranged attack using your Charisma modifier, it takes 1d6 hit points worth of necrotic damage that ignores resistance and immunity as you drain it of its electrical essence and you regain battery core points and hit points equal to the damage dealt.
You can use this feature a number of times equal to half your Charisma modifier, rounded down (minimum 1) per short rest.
Psychic Vision[edit]
Starting at 3rd 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 track its killer’s current location. The creature must have been dead no longer than one hour. You must spend a battery core point for every minute you wish to use this feature.
Upon reaching 11th level, your Psychic Vision allows you to sense the neuroelectric energy of living creatures around you, as well as all sources of electricity, within 30 feet of you. Nonliving creatures such as undead and constructs (example, warforged) cannot be sensed using this feature.
Ability Score Increase[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.
Arc Restraint[edit]
At 5th level, if a creature is prone, you can make a melee attack using your Charisma modifier 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 Dexterity saving throw, with Disadvantage. If it fails, it is restrained for up to 1 minute. At the end of each of its turns, the creature may make a Strength saving throw. On a successful save, it is no longer restrained. Unconscious creatures automatically fail their saving throws.
You can use this feature a number of times equal to half your Charisma modifier, rounded down (minimum 1), per short or long rest.
Static Thrusters[edit]
Starting at 5th level, you can, through the aid of static electricity, glide through the air. You have a horizontal glide speed of 30 feet but can choose to glide vertically to make a safe landing. You descend 5 feet for every round you glide.
Shock Grenade[edit]
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 using your Charisma modifier. 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.
Beginning at 14th level, targets that are reduced to fewer than 10% of their hit points using a Shock Grenade are automatically restrained by Arc Restraint.
Induction Grind[edit]
Starting at 10th 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. You are knocked off whatever you are sliding on if you take damage of any kind.
(Note: This feature is usable only in modern or futuristic campaigns but can be modified to latent magic energy in specific paths.)
Precision[edit]
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, your lightning 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 and you score a critical hit on a roll of 19-20.
Megawatt Hammer[edit]
At 13th level, at the cost of 5 battery core points, you can focus your energy into a single mass and launch it at a target within 90 feet of you, creating an explosion on impact. On a successful ranged attack using your Charisma modifier, the target and any creature within 10 feet of the target must make a Dexterity saving throw. On a failed save, they take 8d6 lightning damage, or half as much damage on a successful one.
At 18th level, the damage increases to 13d6.
Polarity Wall[edit]
Beginning at 15th level, At the cost of 4 battery core points, as a Reaction, you can create an electromagnetic shield that is weightless and provides three-quarters cover in front of you, though you can still be seen because it is transparent (spells like magic missile will still hit you) and it lasts for a number of rounds equal to half your Charisma modifier, rounded down (minimum 1 round). You are proficient with this shield. You can use Polarity Wall and still gain the benefits of Unarmored Defense.
Lightning Storm[edit]
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 10 feet wide and begins in the 10 foot space directly in front of you. It moves 10 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 6 battery core points to activate and 3 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[edit]
Hero[edit]
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 of your choice if it is within 10 feet of the first target.
- Righteous Shockwave
Starting at 3rd level, at the cost of 3 battery core points, as an Action, 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 5 feet in the air, unable to take any action, until the end of the turn, where they must make another Dexterity saving throw or fall prone. 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. As an Action, 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) per short rest.
- Righteous Strike
At 10th level, your lightning bolts deal an additional 2d6 lightning damage. When you score a critical hit using your lightning bolts, they heal you for a number of hit points equal to half the damage dealt.
- 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 using your Charisma modifier. 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 10d6 lightning damage, or half as much on a success.
Villain[edit]
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 to all creatures in the blast radius.
- Sadistic Shockwave
Starting at 3rd level, at the cost of 3 battery core points, as an reaction, 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 4d6 lightning damage, or half as much damage on a success. Objects caught in the blast automatically fail the save. 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 a grapple against a creature within your reach. On a successful grapple, on your next turn, make a special attack using your Charisma modifier with Advantage. On a success, the target takes 3d6 necrotic damage, and you regain hit points and battery core points equal to half the amount of necrotic damage dealt. If the target wins the grapple check, you are thrown off into the 5 foot square in the direction you approached the target.
You can use this feature a number of times equal to your Charisma modifier (minimum 1) per short rest.
- Sadistic Strike
At 10th level, your lightning bolts deal an additional 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 using your Charisma modifier on a target within 60 feet of you. On a hit, you deal 4d6 lightning damage to the target, and on each of your turns as long as you maintain concentration, you can use your action to deal 4d6 lightning damage to the target automatically. 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 4d6 lightning damage, or half as much on a success. It costs 4 battery core points to activate and 3 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[edit]
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 or Athletics
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