You slowly pull your hands apart. As electric energy hums and sparks over them, you slam them together. A stroke of lightning is unleashed, bathing everything in bright-blue light, electrocuting and shooting through all who stand in its path. |
Each creature in a 100-meter long and 1-meter wide line starting from you must make a Constitution saving throw. On a fail, they take 5d10 lightning damage and are shocked. On a success, they take half as much damage and are not shocked. If a creature in the bolt’s path is wearing metal armor and fails the saving throw, the line ends at the creature and its armor explodes in a shower of sparks, dealing an additional 2d8 fire damage to them. |
Upcast. Spend an additional 3 Vitality to deal an extra 1d10 lightning damage. |
Shocked. When a creature is shocked, it loses concentration. A shocked creature can’t take reactions and can only take an action or a bonus action on its turn, not both. If a shocked creature would be shocked again, it is stunned (see the condition) instead. At the start of its turn, a creature stunned by this effect may attempt a DC 10 Constitution saving throw, ending the stun on a success. Taking a short or long rest removes the shocked condition. Stunned. A stunned creature is incapacitated (It can’t take Actions or Reactions), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity Saving Throws and attack rolls against the creature have advantage. |