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editsUpdated deprecated {{Action}} template to {{r}}
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==Items that interact with Lightning Charges== | ==Items that interact with Lightning Charges== | ||
*{{MdRarityItem|The Blast Pendant}}: Once per [[Long Rest]] you may focus the electricity in your veins as a {{ | *{{MdRarityItem|The Blast Pendant}}: Once per [[Long Rest]] you may focus the electricity in your veins as a {{r|bonus}}. Your next lightning [[spell]] or [[Spells#Cantrips|cantrip]] deals additional {{DamageType|Lightning}} damage equal to your remaining Lightning Charges. On a hit, all of your Lightning Charges are consumed. | ||
*{{MdRarityItem|The Jolty Vest}}: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a [[Dexterity]] [[Saving Throw]] or become {{IconLink|Shocked Condition Icon.webp|Shocked (Condition)|Shocked|size=20}}. | *{{MdRarityItem|The Jolty Vest}}: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a [[Dexterity]] [[Saving Throw]] or become {{IconLink|Shocked Condition Icon.webp|Shocked (Condition)|Shocked|size=20}}. | ||
*{{MdRarityItem|The Lifebringer}}: When the wearer gains Lightning Charges, they also gain 3 [[Hit Points|temporary hit points]]. The temporary hit points disappear if the wearer runs out of Lightning Charges. | *{{MdRarityItem|The Lifebringer}}: When the wearer gains Lightning Charges, they also gain 3 [[Hit Points|temporary hit points]]. The temporary hit points disappear if the wearer runs out of Lightning Charges. | ||
*{{MdRarityItem|The Protecty Sparkswall}}: The wearer has +1 to {{ArmourClass}} and {{SavingThrow}}s as long as they have [[Lightning Charges]]. | *{{MdRarityItem|The Protecty Sparkswall}}: The wearer has +1 to {{ArmourClass}} and {{SavingThrow}}s as long as they have [[Lightning Charges]]. | ||
*{{MdRarityItem|The Real Sparky Sparkswall}}: Grants the '''Lightning Aura''' {{action}}, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies. | *{{MdRarityItem|The Real Sparky Sparkswall}}: Grants the '''Lightning Aura''' {{r|action}}, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies. | ||
*{{MdRarityItem|The Sparkle Hands}}: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges. While imbued with Lightning Charges, attacks against metal [[Construct|constructs]] and foes wearing metal armour gain {{Advantage}} | *{{MdRarityItem|The Sparkle Hands}}: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges. While imbued with Lightning Charges, attacks against metal [[Construct|constructs]] and foes wearing metal armour gain {{Advantage}} | ||
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== Notes == | == Notes == | ||
Patch #3 changed how Lightning Charge damages enemies | * The extra damage is added to [[Falling damage]] if the falling creature was shoved or pushed by someone with Lightning Charges. | ||
* Patch #3 changed how Lightning Charge damages enemies: | |||
* For Area of Effect spells such as [[Shatter]], the Lightning Charge damage is now dealt to every target hit. | ** For Area of Effect spells such as [[Shatter]], the Lightning Charge damage is now dealt to every target hit. | ||
* For spells with two damage components such as [[Ice Knife]] or [[Ice Storm]], Lightning Charge damage is added to every component that damages a target. | ** For spells with two damage components such as [[Ice Knife]] or [[Ice Storm]], Lightning Charge damage is added to every component that damages a target. | ||
* [[Draconic Bloodline]] [[Sorcerer|Sorcerers]] with a Lightning Ancestor can no longer increase the Lightning charge damage through [[Elemental Affinity: Damage|Elemental Affinity]]. | ** [[Draconic Bloodline]] [[Sorcerer|Sorcerers]] with a Lightning Ancestor can no longer increase the Lightning charge damage through [[Elemental Affinity: Damage|Elemental Affinity]]. |