Lightning Moves

Lightning Moves


Name                      Category          AP        Power        Accuracy

Lighting Lure          INT/CHA         30        1d8            +0
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

Shocking Grasp     Finesse           30       1d8            +0 
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn 

Call Lightning        Wisdom           15         3d10          +0
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100ft directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. 

Lightning Bolt        INT/CA                5          8d6          +0
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
 
Lightning Beam       Constitution      5         12d8           +0
The creature exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 12d10 lightning damage on a failed save, or half as much damage on a successful one.
 
Electrowrap           Dexterity             20       2d10           +0
Make a Ranged attack, on hit the target takes 2d10 lightning damage and is wrapped in a rope of lightning. At the end of the targets turn it takes 2d10 lightning damage. This effect lasts for 1d4+1 rounds. 

Lightning Strike     Finesse              10         6d8            +0
Make a melee attack, on a hit the target takes 6d8 lightning damage and must make a constitution saving throw. On a failure, the target is paralyzed. At the start of each of its turns it can repeat the save ending the effect on a success. 
 
Shock                     Finesse              25       2d8              +0
Make a Melee attack, on a hit the target takes 2d8 lightning damage.  

Volt Claw               Finesse                20       2d12             +0
Make a Melee attack, on a hit the target takes 2d12 lightning damage and its initiative is reduced by 5.
  
Shock Tail              Finesse               20       3d4              +0
Make a Melee attack, on a hit the target takes 3d4 lightning damage and must make a Constitution saving throw. On a failure the target is stunned until the start of your next turn. 
 
Lightning Storm     Special               25         Special         +0
The creature unleashes lighting in all directions. For the next 5 rounds, all lightning attacks deal an additional 1d10 lightning damage. Only one of these effects can be active at a time.

Lightning Breath     Constitution      10           5d10               +0
This creature exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 5d10 lightning damage on a failed save, or half as much damage on a successful one.