Lightning Warrior (5e Class)

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Lightning Warrior[edit]

Introduction[edit]

Thunderous Beings[edit]

Lightning Warriors have lightning coursing through their body, causing them to have the ability to empower their attacks with thunderous power!

Creating a Lightning Warrior[edit]


Quick Build

You can make a Lightning Warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the soldier background. Third, choose Chainmail, a Longsword, and an Adventerer’s Pack.

Class Features

As a Lightning Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Lightning Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lightning Warrior level after 1st

Proficiencies

Armor: light, medium, heavy, shields
Weapons: simple, martial
Tools:
Saving Throws: Dexterity, Strength
Skills: Athletics, Acrobatics, Intimidation, Perception

Equipment

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

  • (a) chainmail or (b) leather armor, a longbow, and a quiver of 20 arrows
  • (a) a longsword or (b) two shortswords or (c) a light crossbow and 20 bolts
  • (a) an adventurer’s pack or (b) a dungeoneer’s pack or (c) 150 feet of rope, 20 large nails (step-sized), two climbing hooks
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Lightning Warrior

Level Proficiency
Bonus
Features Lightning Charges
1st +2 Thunderous Strike, Storm Resistance -
2nd +2 Electrical Affinity, Lightning Surge 3
3rd +2 Thunderous Path, Thunderous Path Feature 4
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Electric Shield 5
7th +3 Lightning Conductor, Thunderous Path Feature 6
8th +3 Ability Score Improvement 6
9th +4 Thunderous Roar 7
10th +4 Electrical Fury 7
11th +4 Thunderous Path 8
12th +4 Ability Score Improvement 8
13th +5 Storm’s Wrath 9
14th +5 Lightning Mastery 9
15th +5 Thunderous Path Feature 10
16th +5 Ability Score Improvement 10
17th +6 Electric Vortex 11
18th +6 Arc Lightning 11
19th +6 Ability Score Improvement 12
20th +6 Lightning Ascendant 12

Thunderous Strike[edit]

From 1st level onwards, you may use a bonus action to can charge your weapons with lightning energy, causing your next weapon attack to deal an additional 1d6 lightning damage. This damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 15th. You can use this feature a number of times equal to your Strength modifier (minimum of once). You regain expended uses after a long rest, and half the expended charges (rounded down) after a short rest.

Storm Resilience[edit]

Starting at 1st level, you have resistance to lightning damage. Additionally, you can use your reaction to gain temporary hit points equal to your proficiency bonus when you take lightning damage, and you can do this a number of times a day equal to your Constitution modifier + your level (minimum of once).

Electrical Affinity[edit]

Starting at 2nd level, your attacks (spells or weapons) that deal lightning damage deal extra lightning damage equal to your proficiency bonus and half of your Lightning Warrior level (rounded down).

Lightning Surge[edit]

At 2nd level, as an action, you can expend a Lightning Charge to move up to 30 feet in a straight line, passing through other entities’ spaces without provoking opportunity attacks. Any enemy you pass through must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or take 1d8 lightning damage. This damage increases to 2d8 at 6th level and 3d8 at 12th level.

Thunderous Path[edit]

At 3rd level, you chose a Thunderous Path. Choose between Path of Destruction, Path of Volts, or path of Change, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th.

Ability Score Improvement[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.

Extra Attack[edit]

At 5th level, can attack twice, instead of once, whenever you take the attack action

Electric Shield[edit]

At 6th level, as a reaction, when you are hit by an attack, you can expend a Lightning Charge to surround yourself with a shield of electricity, giving you +2 AC until the start of your next turn and dealing 1d6 damage to the attacker.

Lightning Conductor[edit]

Starting at 7th level, whenever you use your Lightning Surge feature, you gain advantage on attack rolls until the end of your next turn.

Thunderous Roar[edit]

At 9th level, as an action, you can expend 2 Lightning Charges to unleash a thunderous roar, causing all creatures within 10 feet of you to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, creatures take 3d8 thunder damage and are stunned until the end of your next turn. On a successful save, they take half damage and are not stunned.

Electrical Fury[edit]

At 10th level, when you roll lightning damage, you may reroll any 1s or 2s, taking the new roll.

Storm’s Wrath[edit]

Starting at 13th level, you gain the ability to absorb lightning energy. Whenever you take lightning damage, you can use your reaction to gain temporary hit points equal to half the damage taken, or use your reaction to make any successful attacks you do on your next turn deal an extra 2d6 lightning damage. This takes one Lightning Charge.

Lightning Mastery[edit]

At 14th level, your lightning abilities become more potent allowing you to bypass lightning resistance, additionally when you use your Thunderous Strike, Lightning Surge, Electric Shield, Storm’s Wrath, or Thunderous Path Lightning Charge features, you can choose to expend twice the Lightning Charges (minimum of one) to double the damage dealt (or temporary hit points gained).

Electric Vortex[edit]

At 17th level, as an action, you can expend 3 Lightning Charges to create a vortex of electric energy in a 20-foot radius centered on a point within 60 feet. Each creature in that area (other than you) must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, a creature takes 6d8 lightning damage and is pulled 10 feet towards the center. On a successful save, they take half damage and are not pulled.

Arc Lightning[edit]

Starting at 18th level, you can expend 4 Lightning Charges to cast Chain Lightning without using a spell slot. The DC for this spell is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier.

Lightning Ascendant[edit]

At 20th level, you gain immunity to lightning damage. Additionally, when you use your Thunderous Strike, Lightning Surge, Electric Shield, Storm’s Wrath, or Thunderous Path Lightning Charge features, you regain one expended use of that feature if you roll a 20 on any attack roll, saving throw, or ability check.

Thunderous Paths[edit]

Path of Destruction[edit]

Lightning Strikes[edit]

You can choose to make your Thunderous Strike explosive.If you hit, your Thunderous Strike attack will cause all creatures (other than you) within 5 feet of your target take half the damage done to your main target.

Lightning Strikes Improvment[edit]

When you use your Lightning Strikes ability, you may expend a Lightning Charge to make the radius of your explosion become 15 feet, OR spend 2 Lightning Charges to make it become 30 feet.

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Path of Volts[edit]

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Path of Change[edit]

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Lightning Warrior class, you must meet these prerequisites: Dexterity 14 or higher and/or Strength 15 or higher.

Proficiencies. When you multiclass into the Lightning Warrior class, you gain the following proficiencies: Strength Saving Throws OR Dexterity Saving Throws, Acrobatics OR Intimidation, and simple weapons OR marial weapons.

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