Lightning Charges (Condition): Difference between revisions

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{{hatnote|See also: [[:Category:Sparkstruck Equipment]]}}
{{ConditionPage
{{ConditionPage
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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.
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__NOTOC__


''See also: [[:Category:Sparkstruck Equipment]]''
==Items that grant Lightning Charges==
 
==Items that Grant Lightning Charges==
*Weapons:
*Weapons:
**{{SmallIcon|The Joltshooter Icon.png}} [[The Joltshooter]]: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
**{{MdRarityItem|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.
**{{MdRarityItem|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.
**{{MdRarityItem|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.
**{{MdRarityItem|Markoheshkir}}: When the wielder deals [[spell]] damage with the [[Bolts of Doom]] variant of [[Kereska's Favour]] active, they gain 2 Lightning Charge.
*Equipment:  
*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.
**{{MdRarityItem|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.
**{{MdRarityItem|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]].
**{{MdRarityItem|The Sparkle Hands}}: On a hit with an unarmed attack, the wearer gains 2 [[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 {{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.
*{{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 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 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}}
 
==Other notable items that work with Lightning==
*{{MdRarityItem|The Sparkswall}}: Shields the wearer from [[Damage Types|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.
*{{MdRarityItem|Gloves of Belligerent Skies}}: Inflicts 2 turns of {{Cond|Reverberation}} when the wearer deals{{DamageType|Lightning}} damage. This occurs on each attack.
 
== Notes ==
Patch #3 changed how Lightning Charge damages enemies.


==Items that Interact with Lightning Charges==
* For Area of Effect spells such as [[Shatter]], the Lightning Charge damage is now dealt to every target hit.  
*{{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.
* 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.
*{{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}}.
* [[Draconic Bloodline]] [[Sorcerer|Sorcerers]] with a Lightning Ancestor can no longer increase the Lightning charge damage through [[Elemental Affinity: Damage|Elemental Affinity]].
*{{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]].
{{ up to date | 2023-08-31 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->

Revision as of 16:35, 9 March 2024

  • Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1Damage TypesLightning damage.
  • If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8Damage TypesLightning damage.
  • You lose 1 charge per turn.


Items that grant Lightning Charges

Items that interact with Lightning Charges

Other notable items that work with Lightning

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.