Thunderstruck (5e Class)
Thunderstruck
The Thunderstruck class is for those who want to add an elemental focus to their character. In this case, lightning. The Thunderstruck class is made to be a fast attacker with a shocking twist. With this class, players are able to sling lightning from a distance, attack in the blink of an eye, reach supernatural speeds, and help out their party members with their lightning.
Creating a Thunderstruck
How were you "thunder struck"? How did these new powers affect your life? How do you plan to use your powers during your campaign?
- Quick Build
You can make a Thunderstruck quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose caligrapher's tools as your artisan tool.
Class Features
As a Thunderstruck you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Thunderstruck level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Thunderstruck level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: Navigators' Tools
Saving Throws: Dexterity and Wisdom
Skills: Choose three from Athletics, Acrobatics, Investigation, Medicine, Perception, Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any Simple Weapon or (b) Two Daggers or (c) Shortbow
- a trinket that was struck along with you (yes, it has powers; no, it can't use them)
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have 3d4 × 10 gp in funds.
Level | Proficiency Bonus | Charges | Features |
---|---|---|---|
1st | +2 | 2 | Electrified Attack, Charge, Unarmored Defence |
2nd | +2 | 3 | Lightning Reflexes |
3rd | +2 | 5 | Static Feature |
4th | +2 | 6 | Ability Score Improvement, Electric Field |
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 | Return Stroke |
15th | +5 | 23 | Ohm Modification |
16th | +5 | 24 | Ability Score Improvement |
17th | +6 | 26 | Static Feature |
18th | +6 | 27 | Faster Than Lightning |
19th | +6 | 29 | Ability Score Improvement |
20th | +6 | 30 | Lightning Strike |
Electrified Attack
Your power lets you conduct your lightning into your attacks. You can channel lightning into your unarmed attacks for 1d8 + your Dexterity modifier. Increasing to 2d8 at 5th level, 3d8 at 11th level, 4d8 at 17th level. You can also shoot your lightning from your hands at a distance of 30ft + 10ft per charge used, at the same damage as your electrified unarmed attacks.
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.
- 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 mind with your lightning which gives you advantage to all sensory ability checks
- Channel
When an ally makes an attack with a metal weapon within 5 feet of you, you can use your reaction to add lightning damage. This costs 1 Charge and you add half your Charisma modifier to the weapon damage.
Unarmored Defence
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.
Static Feature
At 3rd level, you chose 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 certain radius that is as far as your Dexterity modifier multiplied by 5.
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.
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 to enhance your speed.
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 can only be from the Evocation school and must deal lightning damage.
Return Stroke
Beginning at 14th level, you can expend one extra charge to return halfway back from where you began your Lightning Movement. This movement does not provoke opportunity attacks.
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 make them either vulnerable or resistant to lightning damage. If the creature is immune, you can only make them resistant.
Faster Than Lightning
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, and, when you cast Time Stop in this way, the turns go uninterrupted even if you interact with another creature.
Lightning Strike
Now that you are level 20, you can spend one minute meditating in order to gain back 10 Charges. When you do this a lightning bolt strikes you and destroys anything above you when it happens. If a creature is above you when this occurs, consult the DM for the drastic effect this has. You can only use this feature once per short or long rest.
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, you can push and pull items no more than 10 pounds that are in your Electric Field. 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 2 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 nonmagical iron/iron alloy weapons.
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- Almighty Push
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.
Biolectricity
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Multiclassing
The Thunderstruck class is a class that cannot be picked up like other classes, so, if you multiclass, talk to your DM about putting this in narratively.
Prerequisites. To qualify for multiclassing into the Thunderstruck class, you must meet these prerequisites:
a minimum of 13 Dexterity. When you multiclass into the Thunderstruck class, you gain the following proficiencies: Acrobatics and Perception
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