Codex of Thunder & Lightning Codex of Thunder & Lightning
Stormlight Drive 1st level evocation Casting Time: 1 bonus action Range: Self Components: V, M (a thin sheet of silver) Duration: Concentration, up to 1 minute Crackling blue energy courses through your body. for the duration your weapon attacks deal an extra 1d6 lightning damage. As a bonus action on subsequent turns you can end the spell early to grant yourself a temporary boost to your speed. Your walking speed increases by 30 feet until the end of your turn. Classes: Artificer, Ranger, Warlock Thunderous Crash 2nd level conjuration Casting Time: 1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see Range: 30 ft Components: V, S Duration: Instantaneous You teleport yourself to an unoccupied space you can see within range. Immediately upon your arrival thunder bellows from you, and each creature within 10 feet of you must make a Constitution saving throw, taking 1d10 thunder damage on a failed save and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. The thunder can be heard from up to 300 feet away. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Classes: Druid, Ranger, Warlock Shocking Bolts 2nd level evocation Casting Time: 1 action Range: 60 ft Components: V, S Duration: Instantaneous A sharp bolt of lightning leaves your fingers at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it can't take reactions until the start of its next turn. Hit or miss, the lightning leaps to other creatures. each creature other than the original target within 10 feet of it must succeed on a Dexterity saving throw or take 2d10 lightning damage on a failed save, or half as much damage on a successful one. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the second instance of damage increases by 1d10 for each slot level above 2nd. Classes: Druid, Sorcerer, Warlock, Wizard Lightning Flash 3rd level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You dash forward in a straight line towards a target creature within range as you transform into a bolt of lightning. Each other creature in the line excluding you and the target must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save, and half as much damage on a successful one. You revert back into your normal form and make a melee weapon attack against the target. On a hit the target takes 4d8 lightning damage. At higher levels. When you cast this spell using a spell slot of 4th level or higher, both instances of damage increase by 1d8. Additionally, you may target another creature after you make your melee weapon attack for each slot level above 3rd. Classes: Artificer, Ranger Electric Net 4th level evocation Casting Time: 1 action Range: 60 ft Components: V, S, M (silver wire) Duration: Concentration, up to 10 minutes. You cast out a net of electricity at a point within range. The net fills a 30 foot radius for the duration. The electric net is difficult terrain and sheds bright light out to 30 foot from it, and dim light for 20 feet further. Creatures in the area of the net when you cast this spell must make a Dexterity saving throw or be restrained. A creature restrained by the net can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. A creature that ends it's turn within the net's area must make a Constitution saving throw or be stunned. At the end of each of its turns, a creature can make another Constitution saving throw. On a success, the creature is no longer stunned. Classes: Druid, Ranger, Wizard
Storm Helix 5th level evocation Casting Time: 1 action Range: 120 ft Components: V, S, M (a small ball of silver) Duration: Concentration, up to 1 minute. You manifest a bead of a storm filled with crackling lightning that lashes out at creatures within 30 feet of the bead. Each creature within the 30 foot radius must make a Strength saving throw or be pulled 25 feet in a straight line towards the bead and take 3d10 lightning damage on a failed save, or half as much damage and isn't pulled towards the bead on a successful one. The lightning lashes make the area within the bead difficult terrain. When a creature starts its turn in the area of the bead, the creature must make a Constitution saving throw. On a failed save, the creature takes 4d10 thunder damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. At higher levels. When you cast this spell using a spell slot of 6th level or higher, each instance of damage increases by 1d10 for each slot level above 5th. Classes: Druid, Sorcerer, Warlock, Wizard Crashing Lightning 5th level evocation Casting Time: 1 action Range: 150 ft Components: V, S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You arch upwards in a flash of lightning and come crashing down onto a point within range. Each creature other than you within a 30 foot radius must make a Dexterity saving throw or take 8d8 lightning damage and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage and isn't stunned. You can then teleport to an unoccupied space you can see within 5 feet of a target that failed their saving throw, and make one melee weapon attack against it. On hit, you deal an en extra 2d8 lightning damage. At higher levels. When you cast this spell using a spell slot of 6th level or higher, the first instance of damage increases by 1d8 for each slot level above 5th. Classes: Druid, Ranger, Sorcerer, Wizard Artist Credit Channeled Storm by Joseph Meehan Like what you see? More ArgenisDBarrios content can be found in my Patreon! Including my Blood Doctor class available to all tiers, and free subclasses, magic items, and more character options. Thank you for any support! Thunderaen Simple Weapon (Dagger), Rare (Requires Attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. As an action you may throw this dagger to a location you can see within 30 feet of you. So long as you remain within 60 feet of the dagger you can use your reaction to teleport to the place it is located. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a DC 15 Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. This property can't be used again until the next dawn, or if you were to take 10 or more thunder damage from one instance of damage. Banner of the Storm Caller Wondrous item, rare (requires attunement) This large banner depicting a lightning god or goddess is empowered by the energies of the storm itself. So long as you're carrying this banner on your back you and creatures within 10 feet of you have resistance to lightning damage. Command the storm. While the banner is being carried you can use an action to cast a 5th level Call Lightning spell from the banner (save DC 15). Once this property has been used, it can't be used again until the next dawn.
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