Part of Destiny: Nimble
Condition: Jolt Arc spells apply this condition on any hit. You can always become Jolted by hitting yourself with a Palm Blast. Lasts until end of combat.
Arc Lightning
Tier 1, Single TargetThe bolt also damages the next closest creature to your target. On miss, the lightning hits you instead.
Overload
Tier 1, AoECosts 0 mana if you are Jolted, ending the condition.
Alacrity
Tier 2, SelfCast only when Defending. After the damage is dealt, you become Jolted and teleport 4.
Stormlash
Tier 3, AoETreats Heavy Armor as Medium. Surviving creatures are Dazed on a failed STR save, Incapacitated if they fail by 5 or more. Creatures that are Jolted roll with disadvantage.
Electrickery
Tier 4, Multi-TargetWhen an ally is attacked, chose another creature within range to swap places with them on a failed WIL save. Costs 1 action while Jolted, ending the condition.
Electrocharge
Tier 5, Single TargetA creature you touch becomes Jolted, gains +1 max action, +5 armor, 2x speed, and advantage on DEX saves.
Storm's Edge
Tier 6, SpecialTeleport up to 12 spaces away to a spot you can see. If a willing creature is there you may swap places with it. Adjacent creatures take d88 damage, then make a STR save or be hurled back 3 spaces, knocked prone, and dazed for 1 day.
Chaos Reach
Tier 7, AoEDEX save, half damage on save. Jolted enemies have disadvantage on the save. Become Jolted after casting this spell.
Redline
Tier 8, SelfCast Storm’s Edge, without swapping with an ally. Afterwards gain the effect of Electrocharge, and while you concentrate on it you may cast Overload without losing Jolted.
Stormtrance
Tier 9, SelfYou can fly, move for free 1/round, and ranged attacks against you have disadvantage. At the end of each turn, strike up to 4 creatures in reach 4 with a lightning bolt dealing d88 damage. Max 1 bolt per creature per round +2 reach and a number of bolts each round. Costs 3 actions each round to maintain.