Codex of Thunder and Lightning

by ArgenisDBarrios

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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

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Storm Calling Shot

5th level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an arrow or bolt which the spell consumes)
  • Duration: 1 round.

You shoot an arrow or a bolt with a ranged weapon that is charged with elemental lightning. Make a ranged weapon attack. The target takes 3d10 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Additionally, If the arrow or bolt hits the creature they become a lighting rod, and at the end of their next turn after being hit with this spell a bolt of lightning comes crashing down on them spreading out like a web. Creatures of your choice within a 20 foot radius centered on the creature hit by the arrow or bolt must make a Dexterity saving throw or take 5d10 lighting damage, or half as much on a success.

Classes: Ranger

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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