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Electric Blood: Difference between revisions
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m (Changed "Armor" to "Armour") |
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| summary = '''Electric Blood''' is a passive feature that increases the user's [[Saving Throw]]s while not wearing armour. | | summary = '''Electric Blood''' is a passive feature that increases the user's [[Saving Throw]]s while not wearing armour. | ||
| description = When the wielder deals damage using this weapon, they gain 2 {{Cond|Lightning Charges}}. | | description = When the wielder deals damage using this weapon, they gain 2 {{Cond|Lightning Charges}}. | ||
| | | condition = Lightning Charges | ||
| condition duration = 2 | |||
}} | }} |
Latest revision as of 07:12, 25 September 2024
Electric Blood is a passive feature that increases the user's Saving Throws while not wearing armour.
Description
When the wielder deals damage using this weapon, they gain 2 .
Condition: Lightning Charges
Duration: 2 turns
- 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.
How to learn
Granted by the weapons: