The Pure Lightning (5e Class)

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The Pure Lightning


Creating a Pure Lightning

Quick Build

You can make a Pure Lightning quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexternity. Second, choose any background. Third, choose any weapon of your choice your main attack is spell so it don't really matter.

Class Features

As a you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapon ,Martial Weapon
Tools: Thieve's Tool
Saving Throws: Dexternity , Wisdom
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Animal Handling, Perception, Performance, Persuasion, Sleight of Hand ,Survival , and Stealth

Equipment

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

  • (a) One simple weapon or (b) One martial Weapon
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • If you are using starting wealth, you have 3d4×10 in funds.

Table: The

LevelProficiency
Bonus
Features
1st+2Protection of Thunder ,Thunder Clap ,Ion Prisms ,Boots of Speed , Expertise
2nd+2Thunder Strike ,Spell Tome , Cunning Action
3rd+2Giled Greaves ,Vlad Impaler
4th+2Ability Score Improvement, Thunder Bird
5th+3Extra Attack
6th+3Uncanny Dodge ,Expertise
7th+3Boom Stick
8th+3Ability Score Improvement, Evasion
9th+4Flicker
10th+4Staff of Null
11th+4Veda ,Lokhiem
12th+4Ability Score Improvement
13th+5Hecate's Diadem
14th+5Axe of Sacrifice
15th+5Raging Fighter
16th+5Ability Score Improvement
17th+6Blessing
18th+6Deadly Claw
19th+6Ability Score Improvement, Holy Thunder
20th+6The Pure

Protection of Thunder

Beginning at 1st level, while you are wearing no Armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You also gain resistance in thunder damage and immunity in lightning damage.

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills) to gain this benefit.

Thunder Clap

Your body imbue with lightning yet it require some condition to release it out. At 1st level, your Thunder Clap will have a full charges of 5 which reset back to 0 after 2 rounds or your charges reach it's maximum. When your Thunder Clap charges reach it's maximum(5) 5 lightning rings will unleash out of your body and orbit around you. It'll automaticlly make range attack to closet hostile creature within 10ft of you using your Wisdom modifier for to hit and damage bonus. Each lightning ring deal 1d6 lightning at 1st level and increases by 1d6 when you reach 3rd level (2d6), 5th level (3d6), 11th level (4d6), 17th level (5d6) and 20th level (6d6). This feature once activate won't take any action to attack the traget. if there're lighting rings remain and there're no any other traget they will disappear after 2 rounds.

Ion Prisms

You can now channel your lightning to make devasting attack but it's still hard to control then you ask yourself why not make it to be your adventage? At 1st level as an attack action once per turn you can traget up to 3 or single traget then hurl 3 lightning lines against them make 3 range spell attacks with the range of 30ft for each line using your Wisdom modifier for to hit and damage bonus. When you hit your traget they will suffer 1d8 lightning for each lines the damage will increases by 1d8 when you reach 3rd level (2d8), 5th level (3d8), 11th level (4d8), 17th level (5d8) and 20th level (6d8) and when you are within 5ft of your traget you can instead choose to hurl your lightning to a single traget that is within 5ft shoot your lightning lines at them in close range make a single lightning line attack if it hit treat it as other 2 hits as well and dealing additional 30% lightning of total damage rounded up. For each line you hit your traget you'll gain 1 charge of Thunder Clap. In addition you can cast Lightning Lure cantrip and treat it like a weapon attack (you can apply extra attack when using Lightning Lure grant by this feature).

Boots of Speed

At 1st level your movement speed increases by 10 feet.


Glided Greaves

At 3rd level your movement speed now increase by 20 feet and when you're traget by a spell that cause conditions you have advantage in savingthrow.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Thunder Strike

At 2nd level you learn how to move as quick as flash. As bonus action you can teleport within 5ft of any creature in a 15ft sphere centring on the user invoking no opportunity attacks upon doing so. The next attack the user makes against that creature on their turn has advantage and reduce creature's speed by half rounded down for 1d2 turn. Once you attack attack creature right after using this feature and success will grant you 2 charges of Thunder Clap. In addition you gain one additional bonus action

Spell Tome

Once you reach 2nd level you gain +2 to all your attack rolls. You will receive a +2 to your wisdom and it's maximum also increase by the same amout.

Orb of Magi

At 4th level your Maximum Hit Points increases by four times your current Pure Lightning level, and you will gain +4 Hit Points for each level you gain afterwards.

Boom Stick

At 7th level when you score a critical you roll one additional attack's damage die. Your critical range now increase to 18-20.

Staff of Null

At 10th level you can ignore AC bonus grant by magical means (i.e. shield). When you attack creature if it's hit you can decrease traget's AC by 1 until your next turn to the maximum of 5.

Hecate's Diadem

At 13th level your Wisdom will increase by +2 it's maximum also increase by the same amout

Vlad Impaler

At 3rd level once per turn when you attack and success you regain 1d4 + Wisdom modifier hit point. The dice you regain hit point increase to 1d6 + Wisdom modifier at 6th level.


Rhea's Blessing

At 6th level when any damage reduce you to lower than half your hit points you can use your reaction to gain temporary hit points equal to your Wisdom modifier + porficiency bonus.

You can use this feature once per long rest.

Ability Score Improvement

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.

Thunder Bird

Finally, you have gain your most powerful form of attack. At 4th level you hurl a form of bird made form lightning choose a traget within 120 feet make a range attack with additional +10 to hit bonus. On a hit traget suffer 5d10 lightning, this damage can't be reduce in anyway and ignore immunity and resistance. the damage will increases by 1d10 when you reach 6th level (6d10), 8th level (7d10), 12th level (8d10), 14th level (9d10) and 18th level (10d10). If you hit your traget with this feature you will gain 1 charge of Thunder Clap and if you reduce traget's hp to 0 with this feature you regain one use of Thunder Bird and also automatically activate Thunder Clap even you're at 0 charge.

You can use this feature up to your proficiency bonus per short/long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. you may attack a 3rd time at level 14.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 8th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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.

Flicker

At level 9th as free action you can instanly teleport to the direction you choose within 15 feet without provking oppurtunity attack even from sentinel feat.

You can use this feature once per short/long rest.

Veda

You will receive a +2 to your dexternity

Axe of Sacrifice

At 14th level you can choose to make any of your feature that is an attack in this class rolled with -5 penalty to hit and add +10 lightning damage to the total damage

Blessing

At 17th level your critical range increase to 17-20

Holy Thunder

At 19th level you can now rolled with -10 penalty to hit and add +20 lightning damage to any feature that is an attack total damage

Lokhiem

You will receive a +2 to your constitution

Raging Fighter

At 15th level you add your proficiency bonus to damage bonus.

Deadly Claw

At 18th level you can add your Dexternity modifier to damage bonus

The Pure

You have reach your very full potinential. At 20th level you gain following benefits.

Thunder Imbue

When a hostile creature attack you with melee weapon and within 10ft of you, they recive lightning damage equal to half the damage dealt.

Pure Thunder

Every time you hit your traget with any feature in this class that deal lightning damage you may force them to make a Constitution savingthrow with a DC equal to 10+Wisdom modifier+proficiency bonus. On a failled save traget became stunned for 1 minute. Traget can make savingthrow again at the start of thier turn to end the condition early.

Multiclassing


Prerequisites. To qualify for multiclassing into the Pure Lightning class, you must meet these prerequisites: 15 Dexternity , 16 Wisdom

Proficiencies. When you multiclass into the Pure Lightning class, you gain the following proficiencies: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

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