The Thunderstruck

by Greddox

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The Thunderstruck

Power surges through him as he channels his lightning into the kobolds. In a quick flash, he vanquishes the kobolds to find the dragon born leader standing behind them. In a brilliant static explosion he stands upon the electrocuted corpse of his foe.

Braving the storm, they climb the mountain as lightning strikes all around them. However, they fear not because they are all too acquainted with the storm's wrath.

She's an odd one people stay away from for those who get to close find their hair raised and muscles tense, and no one dare speak down to her because she was known to be precise and merciless -- like that of a lightning's arc.

Over a town a storm rages on. The people cower inside as loud crashes of thunder ring out. One civilian looks up through a window only to see not a storm, but a person instead.

Class Name
Level Proficiency Bonus Charges Features
1st +2 2 Electrified Attack, Charge, Unarmored Defense
2nd +2 3 Lightning Reflexes
3rd +2 5 Static Feature, Electric Field
4th +2 6 Ability Score Improvement
5th +3 8 Extra Attack
6th +3 9 Static Feature
7th +3 11 Evasion
8th +3 12 Ability Score Improvement
9th +4 14 Lightning Movement
10th +4 15 Faster Metabolism
11th +4 17 Static Feature
12th +4 18 Ability Score Improvement
13th +5 20 Advanced Lightning
14th +5 21 Redox Reaction
15th +5 23 Ohm Modification
16th +5 24 Ability Score Improvement
17th +5 26 Static Feature
18th +5 27 Faster Than Lightning
19th +5 29 Ability Score Improvement
20th +5 30 Lightning Strike

Class Features

As a Thunderstruck, you gain the following features:

Hit Points

  • Hit Dice: 1d8 per Thunderstruck level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution midifer per Thunderstruck level after 1st

Proficiencies

  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: Navigator's Tools
  • Saving Throws: Dexterity, Constitution
  • Skills: Choose three from Athletics, Acrobatics, Investigation, Medicine, Perception, Intimidation

Equipment

You start with the following equipment, in addition to the equipment gained from your background:

  • (a) Any Simple Weapon or (b) Two Daggers or (c) Shortbow
  • A Trinket you had when you were struck
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If using Starting Wealth, you have 3d4x10 gp in funds.

Electrified Attack

Your power lets you conduct your lightning into your attacks. You can channel lightning into your unarmed attacks dealing 1d8 lightning damage + your Charisma modifier. Increasing to 2d8 at 11th level. You can also shoot your lightning from your hands at a distance of 10ft + an additional 10ft per Charge used.

Charge

You can push yourself beyond your normal abilities. Your access to this energy is represented by a number of Charges. You have a certain amount of Charges, as shown in the Charges column of the Thunderstruck table. You can use Charges for special abilities that you could not do otherwise. You start with the abilities Hastened Action, Lightning Sense, and Channel. Some features will require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your charisma modifier

  • Hastened Action: You may use your bonus action to take the Dash, Disengage, or Dodge action at the cost of 2 Charges.
  • Lightning Sense: For 1 Charge, you can enhance your reaction speed with your lightning as a reaction, giving you a +1 bonus to armor class until your next turn. This bonus increases by 1 for every 2 additional Charges expended.

Unarmored Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Lightning Reflexes

Starting at 2nd level, you get extra reactions. You gain an extra amount of reactions equal to half your proficiency bonus, round down.

Thunderstruck Static

At 3rd level, you choose a Static. Choose between Electromagnetism and Bioelectricity, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Electric Field

At 3rd level, you can start to feel the electricity around you. You can sense electrical currents within a radius that is calculated using your Dexterity modifier multiplied by 5.

Ability Score Improvment

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.

Extra Attack

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Lightning Movement

Beginning at 9th level, you can use your lightning to increase your movement speed. You can move an extra 20ft for every Charge used as a bonus action to enhance your speed. This benefit lasts for 1 minute.

Faster Metabolism

At level 10, your lightning enhances your metabolism making you immune to poison and disease.

Advanced Lightning

At 13th level, you have learned to mimic spells with your lightning. You can expend 2 Charges for every spell slot level a spell requires. Furthermore, these spells must deal lightning or thunder damage, and, if the spell offers multiple damage types, it must use the lightning or thunder damage option when cast in this way.

Art Credits

DiegooCunha and _premium

Redox Reaction

Beginning at 14th level, your electrified attacks forcibly cause metals you strike to reduce and oxidize. Your Electrified Attacks deal double damage to objects and structures made of metal, including creatures made of metal.

Ohm Modification

At 15th level, you have learned how to modify the electrical resistance of things you touch. As long as you are touching a creature you can make them either vulnerable or resistant to lightning damage as a bonus action. If the creature is immune, you can only make them resistant.

Faster Than Lightning

Beginning at 18th level, you become a conduit to the lightning allowing you to move at impossible speeds. You can now cast the spell Time Stop once per long rest without expending any material components, additionally, when you cast Time Stop in this way, the turns go uninterrupted even if you interact with another creature.

Lightning Strike

At 20th level, you can spend one minute meditating in order to gain back 10 Charges. When you do so storm clouds gather above you in the sky, and a lightning bolt strikes you destroying anything above you when it happens. If a storm is happening, you may use this feature as an action. You can only use this feature once per short or long rest. You cannot use this feature when underground.

Static

Electromagnetism

In this static, the Thunderstruck use their lightning to create polarities in metal objects. As long as it is made partially of iron you can manipulate it with your electricity.

Push and Pull

Beginning at 3rd level with this static, you can push and pull items no more than 10 pounds that are in your Electric Field as an action. You can pull these items to you and push them as far as your magnetic field range.

Repulsion

When you begin this static, at level 3, you gain the ability to repel the enemy weapons. As far as your electric field extends, you have the option to magnetize metal objects; magnetizing requires a Bonus Action and a Charges. When an enemy attempts to attack you with a metal weapon within melee range, you may use your Reaction to repel the weapon and impose disadvantage on the attack. This only works against metal weapons.

Battery

At 7th level you can gather your electricity to help your allies. You may focus for 1 minute and create a Battery you can apply to an ally's weapon given that it is comprised partially of iron. A weapon with a Battery gains the effects of the Booming Blade cantrip and it's damage increases with your level.

Ground Repulsion

Starting at 11th level, you learn to repel yourself off the ground. By creating a localized electromagnetic field with reversed polarity from the Earth you can cast Fly on yourself for 5 Charges. When you cast Fly in this way you ignore material components.

Almighty Push

At 17th level, the strength of your magnetism reaches the point where you can repel the iron in creatures. For 8 Charges you can activate Almighty Push and shove select targets within your magnetic field a force them to make a strength saving throw and a constitution save. On a failed strength save, the target creatures are shoved a distance of twice your Magnetic Field size and are knocked prone. On a failed constitution save, the target creatures are knocked unconscious until your next turn. On a successful strength save, the target creatures are shoved the distance of your magnetic field and are not knocked prone, and on a successful constitution save, the target creatures are not knocked unconscious.

Bioelectricity

Sense Pulse

Beginning at 3rd level, you can sense non undead creatures that are within your Electric Field. You do not know their exact position but their presence is known.

Stimulate Blood

Starting at 3rd level, you have a pool of electrical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Thunderstruck level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.

Stun Gun

Starting at 7th level, you can use your electricity to interfere with muscle action in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 3 Charges to attempt Stun Gun. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Frankenstein's Monster

Starting at 11th level, you learn how to galvanize the fallen. For 5 Charges you can cast Revivify, and when you cast it this way you ignore material components.

Spontaneous Outage

At 17th level, you gain the ability to cause an electrical outage in someone's body. When you hit a creature with an unarmed strike, you can spend 10 Charges to cause this outage. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 lightning damage.

 

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