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Lightning Charges: Difference between revisions
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== Items that Interact with 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 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 | * {{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 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 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 4 Lightning Charges to create a Lightning Aura that damages nearby enemies. | * {{SmallIcon|The Real Sparky Sparkswall Icon.png}} [[The Real Sparky Sparkswall]]: Grants the '''Lightning Aura''' {{action}}, which consumes 4 Lightning Charges to create a Lightning Aura that damages nearby enemies. | ||
* {{SmallIcon|The Sparkle Hands Icon.png}} [[The Sparkle Hands]]: The wearer has +1 to [[Strength]] and [[Dexterity]] [[Checks]], so long as they have Lightning Charges. | * {{SmallIcon|The Sparkle Hands Icon.png}} [[The Sparkle Hands]]: The wearer has +1 to [[Strength]] and [[Dexterity]] [[Checks]], so long as they have Lightning Charges. |
Revision as of 06:11, 24 July 2023
Lightning Charges are a special Condition granted by certain Sparkstruck Equipment.
Effect
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.
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.
- 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.
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 4 Lightning Charges to create a Lightning Aura that damages nearby enemies.
The Sparkle Hands: The wearer has +1 to Strength and Dexterity Checks, so long as they have Lightning Charges.