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Lightning Charges (Condition): Difference between revisions
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* If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional {{DamageText|1d8|Lightning}} damage. | * If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional {{DamageText|1d8|Lightning}} damage. | ||
* You lose 1 charge per turn. | * You lose 1 charge per turn. | ||
| stack id = MAG_CHARGED_LIGHTNING | |||
| stack type = additive | |||
| tick type = start | |||
|suppress sources=true | |suppress sources=true | ||
}} | }} |
Revision as of 06:55, 14 May 2024
See also: Category:Sparkstruck Equipment
- Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1Lightning damage.
- If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8Lightning damage.
- You lose 1 charge per turn.
Properties
MAG_CHARGED_LIGHTNING
: start of turn
: add to duration
Conditions with the same stack ID
Conditions with the stack ID MAG_CHARGED_LIGHTNING
, only one of these can be applied at the same time:
Condition | Effects |
---|---|
|
Items that grant Lightning Charges
- Weapons:
- The Joltshooter: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
- The Sparky Points: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
- The Spellsparkler: When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges.
- Markoheshkir: When the wielder deals spell damage with the Bolts of Doom variant of Kereska's Favour active, they gain 2 Lightning Charge.
- Equipment:
- The Speedy Lightfeet: When the wearer dashes or takes a similar action in combat, they gain 3 Lightning Charges.
- The Watersparkers: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.
- The Sparkle Hands: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges.
Items that interact with Lightning Charges
- The Blast Pendant: Once per Long Rest you may focus the electricity in your veins as a Bonus action. Your next lightning spell or cantrip deals additional Lightning damage equal to your remaining Lightning Charges. On a hit, all of your Lightning Charges are consumed.
- The Jolty Vest: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a Dexterity Saving Throw or become .
- The Lifebringer: When the wearer gains Lightning Charges, they also gain 3 temporary hit points. The temporary hit points disappear if the wearer runs out of Lightning Charges.
- The Protecty Sparkswall: The wearer has +1 to Armour Class and Saving throws as long as they have Lightning Charges.
- The Real Sparky Sparkswall: Grants the Lightning Aura Action, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies.
- The Sparkle Hands: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges. While imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage
Other notable items that work with Lightning
- The Sparkswall: Shields the wearer from Lightning, giving Lightning Resistance. This item is useful with the The Watersparkers as it enables the wearer to stand in water and not be affected by the lightning effect added to the puddle.
- Gloves of Belligerent Skies: Inflicts 2 turns of when the wearer deals Lightning damage. This occurs on each attack.
Notes
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 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 Sorcerers with a Lightning Ancestor can no longer increase the Lightning charge damage through Elemental Affinity.