Editing Lightning Charges
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# | '''Lightning Charges''' are a special [[Conditions|Condition]] granted by certain [[:Category:Sparkstruck Equipment|Sparkstruck Equipment]] and the [[Markoheshkir]] [[Quarterstaves|Quarterstaff]]. | ||
==Effect == | |||
Lightning courses through you. You have +1 to [[Attack Rolls]] and deal an additional {{DamageText|1|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. | |||
==Items that Grant Lightning Charges== | |||
*Weapons: | |||
**{{SmallIcon|The Joltshooter Icon.png}} [[The Joltshooter]]: When the wielder deals damage with this weapon, they gain 2 Lightning Charges. | |||
**{{SmallIcon|The Sparky Points Icon.png}} [[The Sparky Points]]: When the wielder deals damage with this weapon, they gain 2 Lightning Charges. | |||
**{{SmallIcon|The Spellsparkler Icon.png}} [[The Spellsparkler]]: When the wielder deals damage with a [[spell]] or [[Spells#Cantrips|cantrip]], they gain 2 Lightning Charges. | |||
**{{SmallIcon|Markoheshkir Icon.png}} [[Markoheshkir]]: When the wielder deals [[spell]] damage with the [[Bolts of Doom]] variant of [[Kereska's Favour]] active, they gain 1 Lightning Charge. | |||
*Equipment: | |||
**{{SmallIcon|The Speedy Lightfeet Icon.png}} [[The Speedy Lightfeet]]: When the wearer [[dash]]es or takes a similar action in combat, they gain 3 Lightning Charges. | |||
**{{SmallIcon|The Watersparkers Icon.png}} [[The Watersparkers]]: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges. | |||
**{{SmallIcon|The Sparkle Hands Icon.png}} [[The Sparkle Hands]]: On a hit with an unarmed attack, the wearer gains 2 [[Lightning Charges]]. | |||
==Items that Interact with Lightning Charges== | |||
*{{SmallIcon|The Blast Pendant Icon.png}} [[The Blast Pendant]]: Once per [[Long Rest]] you may focus the electricity in your veins as a {{action|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. | |||
*{{SmallIcon|The Jolty Vest Icon.png}} [[The Jolty Vest]]: When the wearer takes melee 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}}. | |||
*{{SmallIcon|The Lifebringer Icon.png}} [[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. | |||
*{{SmallIcon|The Protecty Sparkswall Icon.png}} [[The Protecty Sparkswall]]: The wearer has +1 to {{ArmourClass}} and {{SavingThrow}}s as long as they have [[Lightning Charges]]. | |||
*{{SmallIcon|The Real Sparky Sparkswall Icon.png}} [[The Real Sparky Sparkswall]]: Grants the '''Lightning Aura''' {{action}}, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies. | |||
*{{SmallIcon|The Sparkle Hands Icon.png}} [[The Sparkle Hands]]: Attacks against metal constructs and foes wearing metal armor gain [[Advantage]]. |