Lightning mages are able to use their magic to manipulate lightning and use it to rehabilitate their enemies with a controlled shock.
When you choose this specialization at 2nd level, you gain the Shocking Grasp cantrip, which doesn’t count against the number of mage cantrips you know.
Also starting at 2nd level, when you cast a spell of 1st level or higher that does lightning damage, you envelop yourself in a barrier of lightning until the end of your next turn. While the barrier is active, if a creature attempts to touch you, or make a melee weapon attack against you, the creature must make a Constitution saving throw against your mage spell save DC. On a failed save, the target takes lightning damage equal to half your mage level + your Intelligence modifier.
At 6th level, when a creature takes lightning damage from one of your mage class features or mage spells of 1st level or higher, that creature cannot take reactions and suffers disadvantage on the first attack roll of it's turn. This effect ends at the start of your next turn.
At 10th level, you can channel your lightning magics to your allies, giving them a temporary boost of damage. As a bonus action, you can target one allied creature. That creature's weapon is enchanted with lightning magics until the start of your next turn. While enchanted this way, when the creature makes an attack with the weapon, the weapon deals an additional 1d8 lightning damage. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses on a long rest.
At 14th level, you can use your Superconductive Presence for more offensive capabilities. As an action, you force your barrier out in a 10-foot radius, centered on yourself. Each creature within that radius must make a Constitution saving throw. Any creatures under the effect of your Thunderstruck feature makes this saving throw at disadvantage. On a failed save, the creature takes lightning damage equal to 2d8 + your Intelligence modifier. On a failed save, the creature takes half damage. A creature submerged in water, wearing metal armor, or having disadvantage on the saving throw takes an additional 1d8 of damage.