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.