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Sparkstruck set

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The Sparkstruck set consists of of items which grant or interact with Lightning Charges. Synergizes with items from the Lightning set, which are not duplicated here. The set consists of the following pieces:

Name Slot Effect

The Blast Pendant

Amulet Amulet
Lightning Blast Lightning Blast ()
Focus the electricity in your veins to strengthen your next spell or cantrip. ( Recharge: Long rest.)

The Joltshooter

Main Hand Ranged Main Hand Ranged (Longbow)
Electric Blood
When the wielder deals damage using this weapon, they gain 2 Lightning Charges Lightning Charges.

The Jolty Vest

Armour Armour (Medium Armour)
Superior Material
You take 1 less Damage TypesSlashing damage.
Countershock
When the wearer takes damage while having Lightning Charges Lightning Charges, the attacker must succeed a Dexterity Saving throw or become Shocked Shocked.

The Lifebringer

Headgear Headgear (Non-Armour)
Lifecharger
When the wearer gains Lightning Charges 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

Armour Armour (Clothing)
High Spellcasting
You gain a +1 bonus to Spell Save DC.
Sparkswall Armour
The wearer has +1 to Armour Class Armour Class and Saving throws as long as they have Lightning Charges Lightning Charges.

The Real Sparky Sparkswall

Off-Hand Melee Off-Hand Melee Shield
Lightning Aura Lightning Aura ()
Consume 3 Lightning Charges Lightning Charges and release a blast of electricity that damages and Jolts Jolts nearby enemies. ( Recharge: Long rest.)

The Sparkle Hands

Gloves Gloves (Non-Armour)
Conductive Strikes
On a hit with an unarmed attack, the wearer gains 2 Lightning Charges Lightning Charges.
Effective Transmitter
While imbued with Lightning Charges Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage Icon.png Advantage.

The Sparkswall

Ring Ring 
Spark Blocker
The wearer can't be Electrocuted Electrocuted.

The Sparky Points

Main Hand Melee Main Hand Melee (Trident)
Electric Blood
When the wielder deals damage using this weapon, they gain 2 Lightning Charges Lightning Charges.

The Speedy Lightfeet

Footwear Footwear (Medium Armour)
Speedy Sparks
When the wearer Dashes Dashes or takes a similar action in combat, they gain 3 Lightning Charges Lightning Charges

The Spellsparkler

Main Hand Melee Main Hand Melee (Quarterstaff)
Electric Veins
When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges Lightning Charges.

The Watersparkers

Footwear Footwear (Non-Armour)
Electrify Water
When the wearer stands in Water Water during combat, it becomes Electrified Water Electrified Water.
Watersparks
If the wearer starts their turn on an Electrified Water Electrified Water surface, they gain 3 Lightning Charges Lightning Charges.