+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+6 | Strength | |
+0 | Dexterity | |
+0 | Constitution | |
+8 | Intelligence | |
+7 | Wisdom | |
-4 | Charisma |
+0 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+9 | Athletics | STR | |
-4 | Deception | CHA | |
+5 | History | INT | |
+4 | Insight | WIS | |
-4 | Intimidation | CHA | |
+5 | Investigation | INT | |
+0 | Resistance | CON | |
+0 | Endurance | CON | |
+5 | Elemental control | INT |
+4 | Medicine | WIS | |
+5 | Nature | INT | |
+4 | Perception | WIS | |
-4 | Performance | CHA | |
-4 | Persuasion | CHA | |
+5 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+11 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
LIGHTNING BLADE | +3 | STR | |||
As an action you fire three dancing bursts of electro forward. Target up to three creatures of your choice within 30 feet of you. Make an elemental attack at each targeted creature, dealing 1d6 electro damage. This damage increases by 1d6 for every other target of this talent within 10 feet of a creature. The number of creature you can target with this feature increases as you rise in level. At 5th level you can target an additional creature (4), gaining an additional target as well at both 11th (5) and 17th (6). | |||||
STORM PILLAR CREATION | +3 | STR | |||
As an action you can create a 10-foot tall and 5-foot wide pillar of dark storm clouds. A creature that begins their turn within 5-feet of one of these pillars they suffer 1d4 electro damage. When you create a storm pillar and are at your maximum made, the least recently made pillar is destroyed. You can have a number of storm pillars present at a time equal to 1 + your Mastery modifier. This damage increases to 2d4 at 5th level, to 3d4 at 11th level, and finally to 4d4 at 17th level. | |||||
ELECTRIFIED STEEL CONSTRUCTION | +3 | STR | |||
When you craft a metal weapon or piece of ammunition, it becomes imbued inherently with electro.It deals an additional 1d4 electro, but because of its electro imbuement, it takes reactions as normal, and imbues its wielder with electro at the beginning of each turn. Attacks with this weaponhave advantage on creatures wearing armor made of or that are comprised primarily of metal. | |||||
ENERGIZED BLADE | +3 | STR | |||
Whenever you hit a creature with an attack, you gain a stack of Energized. Energized lasts for 1 minute or until expended. When you make an attack with 2 stacks of Energized, this third attack deals an additional 2d10 electro damage. The electricity then leaps to a random creature within 10 feet of them that has not already been targeted by this talent during this instance, then again from that creature, dealing 1d10 electro damage to each creature the lightning leapt to. The lightning stops once it’s leapt to 7 creatures or there are no more eligible targets. | |||||
BOLT OF RETRIBUTION | +3 | STR | |||
As an action you can expend a burst to let out a bolt of lightning in a 100-foot line beginning from your location. Creatures in this line must succeed a Dexterity saving throw or suffer 8d6 electro damage on a failed save, taking half as much damage on a successful save. |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.