Lightning Lancer (5e Subclass)

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Lightning Lancer[edit]

Fighter Subclass

Lightning Lancers are the embodiment of the storm's fury, channeling the raw power of lightning through their very being. In battle, they strike with the speed and unpredictability of a tempest, their weapons crackling with electric energy. These warriors are as swift as the gale, darting across the battlefield with shocking velocity, leaving behind the scent of ozone and the echo of thunder. To face a Lightning Lancer is to stand against the storm itself, where each clash is a thunderbolt and every victory, a tempest tamed.

Storm's Surge

Starting at 3rd level, your mastery over lightning grants you the ability to infuse your attacks with electrical energy and move with the swiftness of a storm. You gain the following benefits :

  • Electrified Strikes : Once on each of your turns when you hit a creature with a melee weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. Additionally, if the target is wearing metal armor, you may add an additional 1d4 lightning damage.
  • Gale's Swiftness : You can take the Dash action as a bonus action on your turn. After dashing, your next attack before the end of your turn deals additional lightning damage equal to your proficiency bonus.
Thunderous Charge

As a Lightning Lancer, you harness the power of lightning to enhance your speed and ferocity in combat. At 3rd level, you gain the following features :

  • Lightning Stride : When you use the Dash action, your movement speed is doubled until the end of your turn. Additionally, you can move through the space of creatures that are Medium size or smaller without provoking opportunity attacks.
  • Thunderous Impact : Once on each of your turns when you hit a creature with a melee weapon attack after moving at least 20 feet in a straight line towards it, you can deal an extra 1d6 lightning damage. This extra damage increases to 2d6 at 10th level and 3d6 at 18th level.
Storm's Embrace

By 7th level, you have learned to embrace the chaotic essence of the storm, using it to deflect attacks and retaliate against your foes. You gain the following benefits :

  • Lightning Reflexes : You gain advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
  • Static Discharge : When a creature hits you with a melee attack, you can use your reaction to cause lightning to arc from your body to the attacker. The attacker must make a Constitution saving throw (the DC equals 8 + your proficiency bonus + your Constitution modifier). On a failed save, the attacker takes 2d8 lightning damage, or half as much damage on a successful save.
Thunderous Presence

At 10th level, you command the respect and fear of the storm, exuding an aura of electrifying power that unnerves your enemies. You gain the following abilities :

  • Storm's Resilience : You gain resistance to lightning damage, and you have advantage on saving throws against being paralyzed or stunned.
  • Crackling Aura : As an action, you can unleash a crackling aura of electricity in a 10-foot radius around you for 1 minute. Any creature that starts its turn in this aura takes 1d6 lightning damage. Additionally, whenever a creature hits you with a melee attack while within the aura, that creature takes lightning damage equal to your Constitution modifier. Once you use this feature, you can't use it again until you finish a short or long rest.
Stormsurge Strike

At 15th level, your mastery over lightning allows you to channel devastating electrical energy into your lances and spears. You gain the following abilities :

  • Electric Infusion : Once on each of your turns, when you hit a creature with a melee weapon attack using a lance or spear, you can cause the attack to deal an extra 2d8 lightning damage to the target. Additionally, if the target is a creature, it must succeed on a Constitution saving throw (the DC equals 8 + your proficiency bonus + your Constitution modifier) or be stunned until the end of your next turn.
  • Chain Lightning Thrust : Once per long rest, as an action, you can perform a special melee weapon attack with a lance or spear that releases a chain of lightning. Make a melee weapon attack against any target within your reach. On a hit, the target takes normal weapon damage plus 3d8 lightning damage, and the lightning arcs to hit up to three other targets within 30 feet of the first target, dealing 3d8 lightning damage to each. Each of the secondary targets must be within 30 feet of the previous target, and a target can be hit by the arc only once.
Spark of the Gods

By reaching level 18, you become a conduit for the raw, untamed power of lightning, embodying its capricious and devastating essence. You gain the following abilities :

  • Lightning Embodiment : You gain immunity to lightning damage. Additionally, whenever you take lightning damage (after immunity is applied, meaning from a magical source that can bypass immunity), you can choose to absorb the energy, granting you a number of temporary hit points equal to the damage you would have taken and increasing your next melee weapon attack damage by an extra 2d10 lightning damage. This effect must be used before the end of your next turn, or the extra damage and temporary hit points are lost.
  • Godstrike Flash : Once per long rest, you can unleash the Spark of the Gods, a powerful lightning strike imbued with divine energy. As an action, choose a point you can see within 100 feet. A bolt of lightning crashes down from the sky at that point. Each creature within a 20-foot radius of that point must make a Dexterity saving throw (the DC equals 8 + your proficiency bonus + your Constitution modifier). A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried, and it can temporarily blind any creature that fails the save for 1 minute (a blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success).
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