Lord of Lightning
You channel the fury of storms through your body and weapon, moving with blinding speed, striking like lightning, and unleashing volatile bursts of thunder across the battlefield. You are not magical—you are the storm made flesh.
Lightning Reflex
At 2nd level your body channels the raw reflexes of a storm.
You gain advantage on Initiative rolls, and your movement speed increases by 10 feet.
When you take the Dash action, you may also Draw or Stow a weapon and make one weapon attack against a creature you pass within reach or range.
Conduit Chain
At 7th level you generate crackling energy as you fight, chaining electricity between targets.
Once per turn when you hit a creature with a weapon attack, you may choose another creature within 10 feet of the target. That creature takes lightning damage equal to your Warrior level.
If the second target is also hit by your attack on the same turn, the damage increases by 2d6.
Damage increases to 3d6 at level 15.
Eye of the Storm
At 10th level you can stand untouched in the heart of chaos.
When you use your Dodge or Dash action, you gain resistance to all damage from opportunity attacks and ranged weapon attacks until the start of your next turn.
You are able to take the dash action as a bonus action once per short rest
Tempestuous Reprisal
At 15th level your lightning-quick counters come with devastating force.
When you take damage from a melee attack, you may spend your reaction and 1 Vitality Point to teleport 15 feet in any direction and make a weapon attack against the attacker with advantage.
On a hit, the target must succeed a Constitution saving throw (DC 8 + Proficiency + Dex/Str mod) or be stunned by electricity until the end of its next turn.
You may use this feature a number of times equal to your Dexterity modifier per long rest.
Storm God’s Soul
At 18th level you become a walking storm.
You gain immunity to lightning damage.
When you use a Battle Technique that moves you or teleports you, lightning strikes at the point you left and the point you arrive.
Each enemy within 5 feet of either space must make a Dexterity save (DC = 8 + Proficiency + Dex mod) or take 4d6 lightning damage.
Signature Move – Thunderclap Flash
Action Type: Action or Attack replacement
Uses: Once per short rest (twice at level 9)
Effect:
You vanish in a blur of lightning, reappearing up to 30 feet away.
Make one weapon attack against up to 3 creatures within range or reach along the path of your movement. You do not provoke opportunity attacks from these targets.
Each target must also succeed on a Dexterity save or be blinded until the start of their next turn.
Upgraded Version (Level 9)
Range increases to 60 feet, and you may attack up to 5 creatures in the path.
Creatures that fail the save are also shocked (unable to take reactions) until the end of their next turn.
Upgraded Version (Level 13)
At level 14, your Thunderclap Flash gains the following enhancements:
Range increases to 90 feet.
You may now attack up to 6 creatures along your path.
All creatures struck by your attack must make a Dexterity saving throw or take 2d10 additional lightning damage.
On a failed save, a creature is also blinded and cannot take reactions until the end of its next turn.
If you reduce any creature to 0 HP with this attack, you may immediately teleport up to 30 feet and repeat the move against a second line of targets (once per use).
You can chain the flash. If you kill someone with it, you dash again.
Mastery Combo – Stormlight Obliteration
Requirements: Complete 2 Combo Finishers, totaling at least 6 combos.
Action Type: Action
Uses: Once per long rest
Effect:
You become a living lightning bolt, vanishing into radiant energy and streaking across the battlefield.
You choose up to 6 creatures within 60 feet—for each one:
Teleport adjacent and make a weapon attack with advantage.
On a hit, the target takes an additional 6d10 lightning damage and must make a Constitution save or be stunned for 1 round.
You end your turn in any unoccupied space within the area.
You are invisible and immune to opportunity attacks until the start of your next turn.
Battle Techniques (Subclass-Exclusive)
Flash Step
Cost: 2 Vitality Points
Action: Bonus Action
Effect: Teleport up to 20 feet to an unoccupied space you can see.
If you use this to appear adjacent to a creature, your next attack against it before the end of your turn has advantage.
Chain Bolt Slash
Cost: 3 Vitality Points
Action: Part of a weapon attack
Effect: On a hit, lightning leaps from the target to up to 2 other creatures within 15 feet, who must make a Dex save or take 2d6 - lightning damage each.
Crackling Guard
Cost: 2 Vitality Points
Action: Reaction (when hit by an attack)
Effect: You reduce the damage by 1d10 + Dex mod, and the attacker takes 1d6 lightning damage.
Thunderclap Leap
Cost: 3 Vitality Points
Action: Action
Effect: Jump up to 30 feet in a straight line, making an attack at the end.
All creatures within 5 feet of your landing space must make a Con save or be knocked prone.
Combos
Lightning Chain
Trigger: Hit 3 different enemies with 3 separate attacks in one turn.
Reward: Regain 2 Vitality Points and each target takes 1d6 additional lightning damage, and you may teleport 10 feet without provoking opportunity attacks.
Difficulty: Moderate
Bolt in the Fog
Trigger: You move 20+ feet and hit a creature that hasn’t attacked you yet.
Reward: Regain 1 Vitality Point and you gain advantage on your next saving throw, and the target must make a Dex save or be unable to use its movement until - the start of your next turn.
Difficulty: Simple
Storm Pulse
Trigger: Use a technique to move and also teleport and hit a creature on the same turn.
Reward: Regain 2 Vitality Points and you deal +2d6 lightning damage to that attack.
Difficulty: Moderate
Combo Finishers
Flash Frenzy (2 Combos)
Teleport up to 30 feet and make two weapon attacks, each against a different target.
If both hit, regain 2 Vitality Points.
Tempest Discharge (3 Combos)
All creatures within 10 feet of you take 3d6 lightning damage and must succeed on a Dex save or be stunned until the end of your next turn.
Lightning Conductor (4 Combos)
Choose up to 4 targets within 30 feet. Lightning arcs between them:
Each target makes a Dex save, taking 6d8 lightning damage on a fail, or half on a success.
If 2 or more targets fail, you regain 2 Momentum Dice.
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