Storm Sword[edit]
At 3rd level, when you finish a long rest, you can channel lightning through a non-sentient, non-artifact weapon (or weapons) of your choice, turning it into your Storm Weapon. Your Storm Weapon gains the following benefits:
- The weapon deals an additional 1d4 lightning damage. This increases to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 18th level.
- You cannot be disarmed of this weapon unless you are incapacitated, and the weapon returns to your hand when thrown, gaining the thrown property (Range 15/30) as long as it is your Storm Weapon.
- You may use your weapon as a spellcasting focus for your Storm Sword spells. When casting spells in this way, you do not require material components to cast your Storm Sword spells, even if the material has a gold cost.
- You can summon or dismiss the weapon(s) as a bonus action.
- Any creature other than you that touches the weapon takes the weapon's additional lightning damage, then must make a Constitution saving throw. On a failed save, they drop the weapon.
You may have a maximum of two Storm Weapons. If you attempt to channel lightning through another weapon, your oldest Storm Weapon loses these properties, reappearing at your feet if it was dismissed.
Flashbolt[edit]
At 7th level, you have learned to use the speed of lightning to get yourself out of harm's way. When you are hit by an attack, you may choose to expend a spell slot as a reaction to make a Constitution saving throw. The DC for this save is equal to the creature's attack roll. On a fail, you take the damage.
On a success, you take no damage from the attack as you vanish in a flash of lightning. You may then move up to half your maximum movement speed (rounded up) to any unoccupied space you can see. Any creature you move through the space of, as well as the creature who missed the initial attack; must make a Constitution saving throw. On a fail, they take a number of damage dice equal to your proficiency bonus, or half as much on a success.
The size of the damage dice is equal to that of the additional lighting damage dealt by your Storm Weapon, and increases as you gain levels in this class.
Potent Lightning[edit]
Also at 7th level, you gain resistance lightning damage, and your Storm Weapons and Storm Sword Spells ignore resistance to lightning damage. If you are already resistant to lightning damage, you become immune.
Storm Conduit[edit]
At 10th level, you gain the ability to channel lightning to increase your own speed even further. You add your Constitution modifier to Dexterity saving throws and initative checks.
Bolt Blessing[edit]
At 15th level, you gain the ability to supercharge your already potent lighting. As long as there is at least 10 ft. above you, you may use your bonus action to expend spell slot to call down lightning upon yourself. For a number of rounds equal to your Constitution modifier, you gain the following benefits:
- You add half your Constitution modifier (rounded up) to your AC. If you are wearing metal armor, this increases to your full Constitution modifier.
- You gain resistance to bludgeoning, slashing and piercing damage, and immunity to lightning damage. If you are already immune to lightning damage, you regain hit points instead of losing them when you take lightning damage. The ammount of hit points gained is equal to the lightning damage dealt.
- Creatures who start their turn within 5 feet of you take a number of lighting damage equal to your Constitution modifier.
Fatal Storm[edit]
At 18th level, you have mastered the storm within you. Your Bolt Blessing feature lasts until you dismiss it.
In addition, when you deal lightning damage to a living creature, you gain temporary hit points equal to the lightning damage dealt. These hit points do not stack. If you gain a larger number of temporary hit points than you have already gained from this feature, you may replace the old stack with the newly gained total.
Subclass Variants[edit]
Though Lightning is the original version of this class, you may choose an alternative damage type with your DM's permission. Listed Below are the subclass variants:
Acrid Blade[edit]
Change all instances of Lightning Damage refered to in this subclass to Acid damage. Additionally, change your spells to those listed on the table below:
Sleet Sword[edit]
Change all instances of Lightning Damage refered to in this subclass to Cold damage. Additionally, change your spells to those listed on the table below:
Burning Blade[edit]
Change all instances of Lightning Damage refered to in this subclass to Fire damage. Additionally, change your spells to those listed on the table below:
Force Blade[edit]
Change all instances of Lightning Damage refered to in this subclass to Force damage. Additionally, change your spells to those listed on the table below:
Black Blade[edit]
Change all instances of Lightning Damage refered to in this subclass to Necrotic damage. Additionally, change your spells to those listed on the table below:
Venomous Blade[edit]
Change all instances of Lightning Damage refered to in this subclass to Poison damage. Additionally, change your spells to those listed on the table below:
Psionic Sword[edit]
Change all instances of Lightning Damage refered to in this subclass to Psychic damage. Additionally, change your spells to those listed on the table below:
Heavenly Sword[edit]
Change all instances of Lightning Damage refered to in this subclass to Radiant damage. Additionally, change your spells to those listed on the table below:
Back to Main Page → 5e Homebrew → Character Options → Subclasses
|