The Electromancer
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Electromancer
Core Fantasy: Electromancers are uncommon Intelligence-based Breakers who command lightning and raw current, channeling volatile energy through their bodies and weapons. They strike with bolts, arcs, and fields that can burn, paralyze, or overload machines. Their speed and precision make them ideal for disrupting monster packs or disabling corrupted tech near Gates. In teams, they serve as shock units, overwhelming threats before they can escalate. Spellcasting Ability: Intelligence.
Level 1 Features
Live-Wired (Level 1)
Your body is adapted to current and Gate static.
Rules:
You have resistance to lightning damage from nonmagical sources.
Your movement speed increases by 10 feet.
You have advantage on Constitution saving throws you make to maintain concentration on spells from this class.
Targeting Circuit (Level 1)
Your lightning is tuned for precise impact.
Rules:
Once on each of your turns when you cast a spell from this class that deals lightning damage, you can add your Intelligence modifier (minimum 1) to one of that spell’s damage rolls against a single creature or object.
Level 3 Feature
E-Rank: Arcline Discipline (Level 3)
At E-Rank, you learn to bend arcs around your squad instead of through them.
Rules:
When you cast a spell from this class that affects an area and deals lightning damage, you can choose a number of creatures you can see equal to your Intelligence modifier (minimum 1).
A chosen creature automatically succeeds on any saving throw it makes against that spell and takes no damage from the spell.
Level 7 Feature
D-Rank: Static Charge (Level 7)
At D-Rank, your hits leave behind charged ground that slows the field.
Rules:
The first time on your turn that you deal lightning damage to a creature with a spell from this class, the creature must make a dexterity saving throw. On a failure, the creature is charged until the end of your next turn. A charged creature is vulnerable to the next instance of lightning damage that they take before the end of your next turn. A creature can only be charged once per combat instance.
Level 10 Feature
C-Rank: Overcharge Momentum (Level 10)
At C-Rank, every foe you drop feeds your buffer and tempo.
Rules:
When a hostile creature you can see drops to 0 hit points from lightning damage you dealt with a spell from this class or a weapon attack on your turn, you gain temporary hit points equal to your Intelligence modifier + your proficiency bonus (minimum 2).
You can gain temporary hit points from this feature only once on each of your turns.
When you roll initiative and you have no 1st-level spell slots remaining for this class, you regain one expended 1st-level spell slot for this class.
Level 13 Feature
B-Rank: Overload Field (Level 13)
At B-Rank, you can saturate a section of the Gatefield with disruptive current that pushes damage through resistances and breaks focus.
Rules:
As an action, you choose a point you can see within 60 feet. You create a 20-foot-radius overload field centered on that point that lasts for 1 minute.
The area is lightly obscured by flickering static haze but does not block line of sight.
When a creature in the area takes lightning damage from you or from a spell cast by an ally, that creature cannot benefit from resistance to lightning damage against that instance of damage.
In addition, when a creature in the area that you can see takes lightning damage from you, it has disadvantage on the next Constitution saving throw it makes to maintain concentration before the start of your next turn.
You can have only one overload field active at a time. Creating a new one ends the previous one.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Living Current (Level 16)
At A-Rank, your presence bends how lightning and sound interact with you and your targets.
Rules:
You have resistance to thunder damage.
You gain a flying speed equal to your movement speed.
When you deal lightning damage to a creature with a spell from this class, that creature cannot treat you as having half cover or three-quarters cover until the end of your next turn.
When a creature has resistance to lightning damage, your lightning damage against that creature ignores that resistance. If a creature has immunity to lightning damage, it instead takes half damage from your spells from this class that deal lightning damage.
Level 20 Feature
S-Rank: Gatebreaker Storm (Level 20)
At S-Rank, you become the center of a controlled storm that rewrites how lightning works around a Gate.
Rules:
As an action, you enter a storm state that lasts for 1 minute.
While this state lasts:
You have immunity to lightning damage.
The area within 10 feet of you is charged ground for hostile creatures. Charged ground is difficult terrain for hostile creatures.
Once on each of your turns when you cast a spell from this class that deals lightning damage, you can choose one creature damaged by that spell. That creature takes extra lightning damage equal to your Electromancer level.
Your spells from this class that deal lightning damage ignore resistance to lightning damage, and creatures with immunity to lightning damage instead take half damage from those spells.
The storm state ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.