Fulgurmancer (5e Class)

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Fulgurmancer[edit]

Fulgurmancers are people who have the ability to convert their own energy into electrical energy at will. This only happens through a naturally skilled wizard that was able to gain this power through years of practice and rituals. Others became this way after they were forced to endure massive amounts of arcane lightning and survived, such as an encounter with a thunderbird. Overusing this power will kill the fulgurmancer by draining their life energy.

Fulgurmancer Origins[edit]

Fulgurmancers are always hungry or in search of other energy sources. They tend to prefer fighting from a distance, and especially with someone who can restore their vigor. Because of the rapid energy consumption, they are usually tired. Many fulgurmancers choose not to use their ability unless absolutely necessary.

Creating a Fulgurmancer[edit]

The most important parts of creating a Fulgurmancer are how you got your abilities, and how you use them. Are you terrified to use your powers for fear of hurting someone you love? Or maybe you are reckless with them and actively look for excuses to use them. Maybe you were a wizard, but chose to focus in on lightning, sacrificing versatility. Maybe you were out in a massive thunderstorm with nowhere to go, and had a close encounter with a mighty thunderbird. What do you use your powers for? Maybe to defend yourself, or maybe you are a doctor and use it to jump- start someone's heart.

Quick Build

You can make a fulgurmancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose any background. Third, choose either explorer's pack, traveler's clothes, and two daggers or a scimitar.

Class Features

As a Class Features you gain the following class features.

Hit Points

Hit Dice: 1d12 per Class Features level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Class Features level after 1st

Proficiencies

Armor: Light, medium
Weapons: Simple weapons, martial weapons
Tools: Choose any 1
Saving Throws: Intelligence, Constitution
Skills: Choose 3: Arcana, Investigation, Medicine, Perception, Survival, Intimidation, Performance.

Equipment

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

  • (a) Diplomat's Pack or (b) Explorer's Pack or (c) Dungeoneer's pack
  • (a) Any 1 melee weapon or (b) any 1 ranged weapon + 20 arrows or crossbow bolts
  • (a) 1 set of artisan's tools or (b) 1 set of game cards
  • If you are using starting wealth, you have 4d4x10gp in funds.

Table: The Class Features

Level Proficiency
Bonus
Features
1st +2 Sacrifice
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Galvanic Flow[edit]

Beginning at 1st level, you can conjure lightning on your hands with an Use an Object action, molding it and reshaping it in many forms as a weapon. When you manifest the galvanic flow, it can assume three forms: Electric Touch, Lightning Lash or Electricity Bolt. You can use another Use an Object action to change the form of your Galvanic Flow.

Regardless of form, the damage you cause with the galvanic flow equals your Galvanic Die, which is a d4. The die increases in size as you gain levels in this class, as shown on the Galvanic Die column of the fulgurmancer table.

Electric Touch

You cause lightning to engulf your hands, allowing you to electrify creatures you touch. These are considered light and finesse melee weapons you wield in both hands.

Lightning Lash

You create a fluid lightning string, that causes damage equal to your Galvanic Die. It has the properties of a whip otherwise.

Electricity Bolt

You fire a spark of electricity targeting a creature within 30 feet. This form is considered a light and ranged weapon.

Fulgor[edit]

Also at 1st level, you are capable of wielding and generating electric power by sacrificing your blood, in a process of eldritch internal alchemy called Fulgor. You start by knowing two Fulgor arts: Electromagnetic Shield and Lightning Escape, and learn more as you gain levels in this class, as shown on the Fulgor Arts known on the Fulgurmancer table.

To use a Fulgor Art, you must roll a Galvanic Die, losing a number of hit points equal to the number of Galvanic Die rolled. This hit point loss can't be prevented by any means.

Electric Rebuke

When you take damage from an attack from a creature within 5 feet, you can roll your Galvanic Die and cause damage to the target equal to the number rolled, pushing it a number of feet back equal to 5 x the number rolled. If you roll the maximum number possible on the Galvanic Die, the target must succeed on a Constitution saving throw or is stunned until the start of your next turn.

Lightning Escape

As a reaction to being attacked, you can roll your Galvanic Die, teleporting to an unoccupied space within a distance equal to 5 feet x the number rolled on the die. Doing so halves the damage. If you roll the maximum number possible on the Galvanic Die, the attack causes no damage.

Charge[edit]

At 2nd level, as you sap your vitality to convert into electricity, your body becomes charged by that electricity. Whenever you roll a Galvanic Die, you gain charges equal to your Fulgurmancer level.

Retaining charges require focus. You must keep concentration (as you would for a spell) whenever you have charge points. While you have charges, you can use your Charged Powers, described on the Charged Powers List section.

Electrolocation[edit]

At 3rd level, you can use electrical pulses to create an electric field around yourself, allowing you to perceive the world around you. You gain blindsight up to a range of 10 feet, plus 10 feet per charge you currently have.

Extra Attack[edit]

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

Lightning Form[edit]

At 6th level, you can roll your Galvanic Die in the start of your turn to assume the intangible form of lightning, until the start of your turn. While in this form, opportunity attacks against you have Disadvantage.

You can also fly with a movement speed equal to your current speed, and you move through a space as narrow as 1 inch wide without squeezing.

=Fulgor Arts[edit]

Lightning Reflexes

As a reaction when you are forced to make a Dexterity saving throw, you can roll your Galvanic Die and add it to the result of the check.

Recharge

You can use a bonus action and roll a galvanic die to gain a number of charges equal to the number rolled on the die.

Flash Step

As a bonus action, you can roll your Galvanic Die to teleport to an unoccupied space you can see within a distance equal to 10 feet x the number rolled.

Electromagnetic Aura

You can roll your Galvanic Die to gain Advantage on any checks and saves to keep your grasp over an object or creature made of metal or wearing metallic armor, or to avoid being moved while standing on a surface of metal. Until the start of your next turn, you can also move through surfaces of metal and cling on them.

Charged Powers[edit]

Lightning Blast

As a bonus action, you can spend your charges to release a blast of lightning line with 5 feet by 60-foot. All creatures in the area must succeed on a Dexterity saving throw, or take lightning damage equal to 1 roll of your Galvanic Die per point spent.

Electrocute

As a reaction when you are touched by a creature or by a weapon wielded by a creature, you can use your Charges to force that creature to make a Dexterity saving throw. On a failed save, that creature takes damage equal to 1 roll of Galvanic Dice per point spent, or half as much on a success. You can use Electrocute as part of the same reaction used to use your Electric Rebuke.

Lightning Step

As a bonus action, you can spend your Charges, which allow you to teleport up to 10 feet per charge spent to an unoccupied space you can see. After doing so, choose one creature you can see within 5 feet of the space you teleported to. That creature must succeed on a Dexterity saving throw, or take lightning damage equal to 1 roll of your Galvanic Die per point spent, or half as much on a success.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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