Lightning BlastActions Focus the electricity in your veins. Your next Lightning Spell or Cantrip deals additional Lightning damage equal to your remaining Lightning Charges. On hit, all your Lightning Charges are consumed. 2 turns Long Rest |
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Lightning Blast is a Class Action in Baldur's Gate 3. Actions can be used in both exploration and combat to maneuver across the battlefield or to harm or aid Characters. The actions that a Character can perform are based on their Class and Equipment.
Lightning Blast Information
- Focus the electricity in your veins.
Your next Lightning Spell or Cantrip deals additional Lightning damage equal to your remaining Lightning Charges.
On hit, all your Lightning Charges are consumed. - Type: Class Action
- Range: N/A
- This action requires The Blast Pendant Amulet.
How to unlock Lightning Blast
Lightning Blast can be performed when The Blast Pendant Amulet is equipped.
Lightning Blast Tips & Notes
- Notes & Tips go here
- Anonymous
So, right now this item is next to useless for a plethora of reasons. Having 1-4 Lightning Charges gives +1 to Attack and +1 Lightning Damage on hit, and you lose one every round. Having 5 Lightning Charges removes all stored charges and deals 1d8 Damage (which is an average of 4.5). This means that it's not a resource that stockpiles, but rather it cycles, and so most items give variable way to generate those 2-3 Charges at a time. EX: "The Watersparkers" by standing in Electrified Water which it generates, "The Sparkle Hands" by landing an unarmed attack, "The Speedy Lightfeet" by using a Dash action.
The other Items offer bonuses that are ALWAYS active when you have ANY Lightning Charge. EX: "The Lifebringer" gives you 3 temp HP when you have one active. "The Jolty Vest" forces enemies to make a Dex save when damaging you or get shocked. "The Protecty Sparkswall" grants you +1 AC and saving throws, and "The Sparkle Hands" gives advantage against metal constructs and metal armored enemies.
"The Blast Pendant" 1) Costs a Bonus action, so it's meant to be triggered intentionally. 2) Can then only ACTUALLY trigger on a Lightning-based spells or Cantrip. 2) Removes all Lightning Charges, so it is highly probable to do nothing the second round. 3) Doesn't create a benefit that's more impactful than just having Lightning Charges do their normal thing on their own. 4) Is a NEGATIVE to almost every other Lightning Charge utilizing piece of equipment by eliminating stored charges early.
TL;DR, There's unfortunately no reason to ever waste a bonus action on this, and you're better off with anything else as a necklace.
- Anonymous
Am I not understanding this item, or am I dumb? This item would make you do at maximun +5 lightning damage. If you have 5 lightning charges, you already roll a 1d8 to get 1-8 damage. Yeah this skill would make it a sure +5 damage whenever you need it but it seems so useless when I can just roll for a random number that doesn't make or break my build plus I can equip an actual useful amulet with a better skill/passive
This is actually one of the best items in the game for feeding Gale
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