Circuit Xirast

Circuit Xirast harness the raw forces of electrical energies, expertly utilizing advanced mechanized gauntlets designed not only to stun and control their foes but also to devastate them with overwhelming power.


As true masters of thunder and lightning, these formidable warriors wield a surging energy that crackles with intensity, allowing their strikes to chain through multiple targets or to pull enemies forcefully into their grasp. With every motion, they command the storm, creating a spectacle of brilliant arcs and powerful discharges that leave their adversaries in awe and fear of their electrifying prowess.

Circuit Xirast Features By Level

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Charged Physique
1st Level Feature
You gain proficiency in Athletics. Additionally, you have resistance to lightning and thunder damage.
Thunder Gauntlets
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Thunder Gauntlets
3rd Level Feature
You gain a pair of magical gauntlets. The gauntlets count as simple melee weapons that deal thunder damage. A creature hit by a gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the gauntlets emit a distracting pulse.

Your gauntlets’ damage increases as you level: 2d8 at 11th level and 3d8 at 16th level.
Pulsewave
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Pulsewave
6th Level Feature
When a creature hits you with a melee attack, you can use your reaction to deal lightning damage equal to your Intelligence modifier to that creature. Additionally, the attacker’s speed is reduced by 10 feet until the end of its next turn.
Chain Lightning Strikes
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Chain Lightning Strikes
10th Level Feature
When you attack with your Thunder Gauntlets, you can target a number of creatures within 15 feet equal to your proficiency bonus.

Make a separate attack roll for each target. When you attack with your Thunder Gauntlets, you can target a number of creatures within 15 feet equal to your proficiency bonus. Make a separate attack roll for each target. This does not include your intelligence modifier or any additional damage modifiers.
Magnetic Pull
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Magnetic Pull
14th Level Feature
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet to an unoccupied space. If you pull the target to within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
Overcharged State
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Overcharged State
19th Level Feature
Once per short rest, you can enter an overcharged state for 1 minute. While overcharged, when you take the Attack action, you can make four attacks instead of two.