Roguish Archetype: Thunderbolt

by Fungal Brews

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Roguish Archetype

Thunderbolt

While most rogues favor stealth and subterfuge, others favor shock and awe. These rogues, charged with elemental lightning, are one such archetype, and surge from one target to the next in a blinding display that leaves survivors dazzled and casualties burned to death.

Electrical Charge

When you choose this archetype at 3rd level, electricity courses through your body, ready to overtake you at a moment's notice. You can use an action to transform into a living bolt of lightning and move in any direction of your choice, expending movement as normal. In this state, opportunity attacks against you have disadvantage, you have advantage on checks against effects that grapple or restrain, and you can move through other creatures.

You return to your normal state if you stop moving or change direction. If you do so inside another creature, you are shunted to the nearest unoccupied space.

When you move through a creature or return to normal within 5 feet of it, you can attack it as part of the same action. You can inflict your Sneak Attack against the target without having advantage on the roll, though all the other rules for Sneak Attack still apply. When you inflict Sneak Attack in this way, it deals lightning damage instead of your weapon's.

Ride the Lightning

Starting at 3rd level, your attunement to electricity allows you move and speak like an elemental being. You gain the following benefits:

  • You can glide through the air, borne by lingering charge. The length of your long jumps and the height of your high jumps is doubled.
  • Because you stream through water like electricity, you gain a swimming speed equal to your walking speed.
  • You can speak, read, and write Auran.

Flow of the Current

Starting at 9th level, you flow like lightning through conductive objects. When you touch a wet or metallic object in your Electrical Charge form, you can move within its metal components or along its wet surface, expending movement as normal. Your Electrical Charge form shrinks to fit within the object or surface if it is smaller than you.

If you change direction when moving in this way, you maintain your Electrical Charge form. You can exit the object in any unoccupied space that you can reach with your remaining movement, and can leave as a lightning bolt that travels in any direction or in your normal form. If you run out of movement or end your turn in the object, you are ejected into the nearest available space.

Thunder Child

Starting at 13th level, the electricity that courses through your body just beneath the surface grants you the ability to move like an elemental of the storm. You have resistance to lightning, thunder, and falling damage, and can move through a space as narrow as 1 foot without squeezing. You can also enter another creature's space and stop there. Until you or that creature leave that space, any attack that misses you targets that creature instead.

Blitz

Beginning at 17th level, you can use an action to blast any number of points that you choose within 60 feet of you with explosive lightning bolts. Each creature and object within 5 feet of a point must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a target takes 5d6 lightning damage and 5d6 thunder damage, and is knocked prone. On a success, the target takes half as much damage and doesn't fall prone. You can then teleport to any of the chosen points.

A creature or object in the area of more than one bolt is affected only once, and the thunder damage this effect deals to objects is doubled. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Arcstrider, Destiny 2

This content is no longer up-to-date. It exists as part of a larger document, The Warrior's Codex, which can be found here

 

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