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Lightning Charges (Condition): Difference between revisions
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(Created page with "{{ConditionPage | effects = * 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. See Lightning Charges for more information. }}") |
(migrate info from Lightning Charges page to here) |
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See [[Lightning Charges]] for more information. | See [[Lightning Charges]] for more information. | ||
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==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]]. | |||
{{ up to date | 2023-08-31 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. --> |
Revision as of 06:09, 31 August 2023
- 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.
See Lightning Charges for more information.
Sources of Lightning Charges
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 1 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 melee 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: Attacks against metal constructs and foes wearing metal armor gain Advantage.