Thundercaller

-WIP-

## Phase 1

### Thundercaller Training

You are instructed in the martial ways of the Thundercaller. You gain War Caster as a bonus feat, and you gain proficiency in warhammers. In addition, you can use warhammers for two-weapon fighting. If you have a spellcasting class, you can use your spellcasting ability to determine your spell attack bonus and spell save dc. Otherwise, Wisdom is used as your spellcasting ability.

### Static Strike

You can charge one of your attacks with lightning energy. When you take the attack action, you can choose to add 1d4 lightning damage to the attack. This choice must be made before the attack is rolled. You can only enhance one attack per turn this way. At 8th level, this bonus damage increases to 1d6, and at 13th level it increases to 1d8. This bonus damage does not critically hit.

### Jolt

You unleash a long range electric shock at a creature. A single creature within 60 feet must make a constitution saving throw. On a failed save, the creature takes 1d6 lightning damage and has disadvantage on the next save it takes before the start of your next turn. The damage increases by 1d6 at levels 5, 11, and 17. If you are a spellcasting class, you also learn this ability as a cantrip.

## Phase 2

### Redirection

You learn to partially deflect lightning towards other creatures. When you take lightning damage, you can use your reaction to redirect half of the lightning damage you take to another creature within 30 feet. The targeted creature must make a Dexterity spell saving throw. If the creature fails its save, then half of the lightning damage you would have taken is taken by the creature instead. If the creature succeeds its save, the creature takes no damage, and you take full damage. Redirected damage is calculated before you attempt any saves against lightning damage spells.

### Enhanced Static Strike

You can now enhance up to two attacks per round with Static Strike. You can also use Static Strike to enhance attacks of opportunity, provided that you did not already enhance two attacks in the same round.

### Thunderstomp

You can cast Thunderwave at 2nd level 3 times without expending a spell slot. You can choose to deal thunder or lightning damage when using this ability. This ability regenerates all uses after a long rest. At level 9, this is cast at 3rd level. At level 15, it is cast at 4th level.

## Phase 3

### Call Thunder

The hallmark of the Thundercaller. You can cast Call Lighting at 5th level without expending a spell slot. While this version of Call Lightning is active, you can use your bonus action to call a lightning bolt down instead of a standard action. After using this ability, you cannot use it again until you take a long rest.

### Electrostatic

When you critically hit with a weapon attack and deal damage, the next Jolt you cast before the end of your next turn is cast as a Bonus Action instead of an Action.

### Galvanic Strike

As an action, you can make a charged attack from both of your held weapons at once. Roll one attack roll using your primary weapon, on hit you will deal damage with it and all of your other equipped weapons in the same attack, in addition to 2d8 lightning damage. All damage this ability deals can deal critical damage. As this is a special action, and not the Attack action, you cannot enhance it with Static Strike. You can use this ability 3 times, and uses are restored after a long rest.

## Phase 5

### Charged Fist

Static Strike now enhances all attacks you make in the round you activate it.