Rebonack
2018-04-19, 12:00 PM
A little background first. A player of mine wanted to play a Warlock who, and I quote 'just tosses lightning bolts around'. As you might imagine this proved to be a problem as, aside from the much maligned Witch Bolt, the Warlock is pretty lacking in the lightning spell department. So I figured I would address that problem and see where it left us. What follows is what I've got thus far, with a little explanation to follow.
Stormborn: (Level 1) When you hit a creature with an attack that deals lightning damage or a creature fails a save against lightning damage you deal, that creature is Grappled until the beginning of your next turn. Additionally, you gain Shocking Grasp as a bonus cantrip that does not count against your cantrips known.
Ride the Lightning: (Level 6) When you are hit with an attack, as a reaction, you may immediately cast a cantrip which deals lightning damage targeting the creature that hit you and then teleport up to 60 feet away. Once you've used this ability you can not use it again until you take a short rest.
Eye of the Storm: (Level 10) When you inflict the Grappled condition on a creature with your Stormborn feature, you may also deal lightning damage equal to your proficiency modifier to all creatures of your choice within 10 feet of the Grappled creature.
Storm's Fury: (Level 14) As an action, you may release a pulsing stream of lightning that leaps between up to five foes at a range of 120 feet. Each target must be within 120 feet of the previous target. The lightning bolt deals 10d8 lightning damage (half on a successful Dexterity saving throw). The bolt can not hit the same creature more than once. After using this ability you may not use it again until you take a long rest.
Expanded Spell List
Level 1: Fog Cloud, Feather Fall
Level 2: Gust of Wind, Warding Wind
Level 3: Lightning Bolt, Call Lightning
Level 4: Conjure Minor Elemental (Air Only), Lightning Shield
Level 5: Conjure Elemental (Air Only), Electro-blast
That first effect is really, really strong. On the other hand, most lightning spells (especially early game) are effectively melee to short range. I figure there's a trade-off here. The Warlock is darting around shocking things, which get rooted in place. But by the same token, staying in medium to short range places them at significant personal risk. I figure gameplay that's innately dangerous and skirting the edge of disaster fits pretty well with a lightning-themed character.
The 6th level feature is the requisite 'clutch' defensive tool. It doesn't block or prevent damage like these things typically do, but I would say turning into an arc of lightning, shocking the guy who just hit you, and zapping away is pretty thematic. Also fits well with the living dangerously tone the sub-class is aiming for.
The 10th level feature is basically just 'more lightning'. It makes for a pretty scary AoE amplification should monsters be dumb enough to cluster up against a wizardly looking fellow. I'm thinking I might reign in the AoE to a 5 foot radius, but I wanted to get a few second opinions on that first.
The 14th level feature is fairly cut and dry. From the Raven Queen patron we see that a 7th level spell on a long rest recharge is apparently within the realm of reasonable for a feature, so I used that as the benchmark here. This thing is chain-lightning (a 6th level spell) with a more flexible 'bounce' mechanic.
The spell list should be mostly self-explanatory. Lightning Shield and Electro-Blast(need a better name here) are just Fire Shield and Synaptic Static re-flavored as lightning spells.
So that's what I've got thus far! Any feedback would be welcome.
Stormborn: (Level 1) When you hit a creature with an attack that deals lightning damage or a creature fails a save against lightning damage you deal, that creature is Grappled until the beginning of your next turn. Additionally, you gain Shocking Grasp as a bonus cantrip that does not count against your cantrips known.
Ride the Lightning: (Level 6) When you are hit with an attack, as a reaction, you may immediately cast a cantrip which deals lightning damage targeting the creature that hit you and then teleport up to 60 feet away. Once you've used this ability you can not use it again until you take a short rest.
Eye of the Storm: (Level 10) When you inflict the Grappled condition on a creature with your Stormborn feature, you may also deal lightning damage equal to your proficiency modifier to all creatures of your choice within 10 feet of the Grappled creature.
Storm's Fury: (Level 14) As an action, you may release a pulsing stream of lightning that leaps between up to five foes at a range of 120 feet. Each target must be within 120 feet of the previous target. The lightning bolt deals 10d8 lightning damage (half on a successful Dexterity saving throw). The bolt can not hit the same creature more than once. After using this ability you may not use it again until you take a long rest.
Expanded Spell List
Level 1: Fog Cloud, Feather Fall
Level 2: Gust of Wind, Warding Wind
Level 3: Lightning Bolt, Call Lightning
Level 4: Conjure Minor Elemental (Air Only), Lightning Shield
Level 5: Conjure Elemental (Air Only), Electro-blast
That first effect is really, really strong. On the other hand, most lightning spells (especially early game) are effectively melee to short range. I figure there's a trade-off here. The Warlock is darting around shocking things, which get rooted in place. But by the same token, staying in medium to short range places them at significant personal risk. I figure gameplay that's innately dangerous and skirting the edge of disaster fits pretty well with a lightning-themed character.
The 6th level feature is the requisite 'clutch' defensive tool. It doesn't block or prevent damage like these things typically do, but I would say turning into an arc of lightning, shocking the guy who just hit you, and zapping away is pretty thematic. Also fits well with the living dangerously tone the sub-class is aiming for.
The 10th level feature is basically just 'more lightning'. It makes for a pretty scary AoE amplification should monsters be dumb enough to cluster up against a wizardly looking fellow. I'm thinking I might reign in the AoE to a 5 foot radius, but I wanted to get a few second opinions on that first.
The 14th level feature is fairly cut and dry. From the Raven Queen patron we see that a 7th level spell on a long rest recharge is apparently within the realm of reasonable for a feature, so I used that as the benchmark here. This thing is chain-lightning (a 6th level spell) with a more flexible 'bounce' mechanic.
The spell list should be mostly self-explanatory. Lightning Shield and Electro-Blast(need a better name here) are just Fire Shield and Synaptic Static re-flavored as lightning spells.
So that's what I've got thus far! Any feedback would be welcome.