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Date Created: 9/3/12
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Also known as Lightning Benders or Electropaths, these rare masters of the element of electricity have a natural ability to pull lightning from the stormy depths of their souls and to harness all other sources of shocking power. Those who discover the power of lighting are changed dramatically by the raw power that they direct, if only for a moment. In the medieval fantasy world of D&D, electricity is an almost wholly destructive element, but in more modernized settings they can play much more supporting roles.

Making an Electropath[]

Electropaths are extremely dangerous technicians able to affect nearly the whole battlefield from any one position and slay a foe in mere seconds by unleashing nature's might. From a safe position, Electropaths can form together massive bolts of lighting to strike down foes at a distance or create a shield of flowing energy to protect from oncoming foes. An Electropaths's greatest downfall, though, is that without its techniques, it has low saves.

Abilities: Constitution is the most important thing an Electropath could have. They must be able to constitute the immense power that they are weilding, and must also have high Dexterity to react quickly to keep more destructive techniques from causing too much backlash damage. Dexterity also helps with the Electropath's low AC.

Races: Any race may possibly become an Electropath, but they are much more common in stormy or otherwise electrically influenced places.

Alignment: Electropaths lean more toward the chaotic nature of lightning, but they may be any alignment on the Good-Evil scale.

Starting Gold: 2d10×10 gp, around 110 gp

Starting Age: Simple

Table: The Electropath

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Technique
Maximum Technique
Level Known
Fort Ref Will
1st +0 +0 +1 +0 Gather Energy 3 2 1
2nd +1 +0 +1 +0 6 3 1
3rd +1 +1 +2 +1 Studied Techniques 11 4 1
4th +2 +1 +2 +1 17 6 2
5th +2 +1 +3 +1 25 7 2
6th +3 +2 +3 +2 Studied Techniques 33 9 3
7th +3 +2 +4 +2 42 10 3
8th +4 +2 +4 +2 Supreme Concentration 51 12 4
9th +4 +3 +5 +3 Studied Techniques 62 13 4
10th +5 +3 +5 +3 Greater Control 74 15 5
11th +5 +3 +6 +3 86 16 5
12th +6/+1 +4 +6 +4 Studied Techniques 98 18 6
13th +6/+1 +4 +7 +4 113 19 6
14th +7/+2 +4 +7 +4 128 21 7
15th +7/+2 +5 +8 +5 Studied Techniques 143 22 7
16th +8/+3 +5 +8 +5 159 24 8
17th +8/+3 +5 +8 +5 177 25 8
18th +9/+4 +6 +9 +6 Studied Techniques 195 27 9
19th +9/+4 +6 +9 +6 214 28 9
20th +10/+5 +6 +9 +6 Greater Control 233 30 9

Class Skills (Skill Points:2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Listen (Wis) Move Silently (Dex), Profession (Wis), Spot (Wis),

Class Features[]

All of the following are class features of the Electropath.

Weapon and Armor Proficiency: Electropaths are proficient with the dagger, warhammer, and quarterstaff, but with no type of armor or shield, as they interfere with an Electropath's movements for using techniques.

Technique Points/Day: An Electropath's ability to use his techniques is limited by the technique points he has available. His base daily allotment of technique points is given on Table: The Electropath. In addition, he receives bonus technique points per day if he has a high wisdom score (see Table: Ability Modifiers and Bonus Technique Points ). His race may also provide bonus technique points per day, as may certain feats and items.

Techniques Known: Electropaths spend time unlocking their inner secrets to better control electricity. As such, Electropaths choose their techniques from the list below and gain new techniques to use each level. Save DC's are based on Wisdom. See Table: The Electropath for the highest level technique that can be used by an Electropath as well as the number of technique points available at the start of each day.

Electropaths choose their techniques from the following list:

-1st: Static Matrix, Shock Pulse

-2nd: Arc, Paralyzing Touch, Shock Guard



-5th: Arc of Lightning





Maximum Technique Level Known: This column shows the highest level technique an Electropath may use at each level. To learn or use a technique, an Electropath must have a wisdom score of at least 10 + the technique's level.

Gather Energy (Su): An Electropath has the ability to focus the energy in an area. This is normally used to create attuned energy, but can be used as an attack if the focus point is a person or such. This causes 1d8 electric damage (1d10 if the person is wearing or wealding metal).

Attuned Energy (Su): When an Electropath attempts to use a technique, he should ensure the proper amount of attuned Energy is within the range of the technique. It is assumed when a technique ends, all the attuned Energy returns to the Electropath’s Static Field. An Electropath's Static Field is where attuned energy is stored when it is made. The Static Field is in a 10 foot bubble around the Electropath.

Studied Techniques: Some technicians perform hard study and have such an affinity for what they manipulate through their techniques that they gain some abilities. The Electropath is one such technician. Every 3 levels, the character chooses one of the following abilities that can be used as described in their text:

Field Barrier (Su): Due to their low natural defenses, Electropaths have learned to give some of their attuned energy a limited sentience with the sole goal of protecting the Electropath. The Electropath permanently loses control of 1 point of attuned energy, meaning it can no longer be used for techniques (but still counts against the amount of attuned energy the Electropath may have in its field), but in return, the Electropath gains a permanent +2 to touch and normal AC and +1 to Reflex saves. Also, anything grappling with the Electropath will take 1 point of electric damage per round of grapple. This Energy is no longer magical, but instead could be considered almost a creature. This new Energy will remain invisible until something attempts to harm the Electropath, in which case it glows and moves in the way of the incoming attack, blocking it.
  • This may be taken multiple times, each additional time using another point of attuned energy and giving another +2 to touch and normal AC and +1 to Reflex save and a +1 to the grapple damage.

<span id="<-supernatural class feature->"><-supernatural class feature-> (Su):

<span id="<-extraordinary class feature->"><-extraordinary class feature-> (Ex):

<span id="<-supernatural class feature->"><-supernatural class feature-> (Su):

<span id="<-class feature->"><-class feature->: <-class feature game rule information->

Epic Electropath[]

Table: The Epic Electropath

Hit Die: d6

Level Special
21st Studied Techniques
24th Studied Techniques
27th Studied Techniques
30th Greater Control, Studied Techniques, Bonus Feat

3 + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic Electropath Bonus Feat List: <-list of bonus epic feats->.

Human, Electropath Starting Package[]

Weapons: Quarterstaff

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Concentration 4 Con
Spot 4 Wis
Listen 4 Wis
Hide 2 Dex

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

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