Lightning Charges

lightning charges icon

Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage.

If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1~8 Lightning damage.

You lose 1 charge per turn.

Lightning Charges is an Equipment Feature in Baldur's Gate 3. Equipment Features provide passive effects or new conditions that will help you in combat. These features are gained by simply wielding the corresponding item (Weapon, Armor, Accessory) that provides the desired Equipment Feature.

 

Lightning Charges Information

  • Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage.
  • If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1~8 Lightning damage.
  • You lose 1 charge per turn.

 

Equipment that provides Lightning Charges

 

Items that use 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 Shocked (Condition).
  • 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: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges. While imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage.

 

Lightning Charges Tips & Notes

  • The Sparkswall stops wearer from being electrocuted and grants resistance to Lightning damage.

 

 

Equipment Features
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    • Anonymous

      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.

      • Anonymous

        I could be wrong but the spellsparkler really seems like the only one worth using considering how easy it is to hit multiple times with spells in one turn. Also the fact that if you're a caster, you probably don't care about the melee damage of your weapon, so it will last you much longer

        • Anonymous

          All of the Lightning charge items seem to do massive damage with throw item boosting equipment on a Throw build.

          • Anonymous

            too lazy to edit but it should be mentioned that kereshka's lighting (one of the buffs from kereshka's favor from the legendary staff) also provides lighning charges

            • Anonymous

              After hours of actually playing with multiple items in the "sparkly" set, i have come to the conclusion that this condition caps at 8 units of lightning charges.

              There are items that grant you charges without attacking, mostly the two different boots. One is medium armor greaves that grant charges upon dashing, whereas the other are "non-armor" boots that grant charges upon starting your turn on an electrified surface. I have been using the latter on my wizard tav.

              I have succeeded multiple times at stockpiling 6 charges before the end of my wizard tav’s turn while creating an electrified water surface and standing on it (fyi: i also wear the ring that grants immunity to the electrified condition).
              I kept expecting to start his next turn with 8 charges, as in "6 (last turn) + 3 (watersparklers effect) - 1 (loss of charge per turn). However, I consistently reach 7 charges instead. Starting my turn with any number of charges lower than 6 gives the expected result. For example: starting the turn with 5 charges grants the expected 7 charges (5+3-1).

              Considering the damage die for expending 5 lightning charges is a d8, a hardcap of 8 seems to make sense. But this might also just be a bug on my end.

              • Anonymous

                After the latest patch these no longer proc on each hit from multi hit spells like eldritch blast and magic missile. I didn't see anything about that in the patch notes so I assume its a bug.

                • Anonymous

                  Do you get one additional lightning damage PER charge? Or just 1 total and otherwise the charges are spent on things like Sparky Sparkwall?

                  • Anonymous

                    PSA: DO NOT USE WARDING BOND ON A CHARACTER WITH THIS UNTIL IT IS FIXED. Currently there is a REALLY annoying bug with how Lightning Charges calculate an "attack" which means that because Warding Bond redirects half of the incoming damage to the linked character, it calculates that as an attack being FROM that character, so each hit you take will apply your Lightning Charge damage when your ally absorbs the other half of the attack for you. This INCLUDES totally discharging all 5 Lightning Charges to deal an additional 1d8 damage into your own ally and fully draining all your charges before the start of your turn. This is exceptionally common if you're Electrified and take that 1d4 damage immediately before your turn begins. The Watersparkers Boots are INSANELY easy to trigger this interaction with because they build 3 charges at the start of your turn just before that damage triggers.

                    • I don't believe this is intended, the additional damage from lightning charges seems to be counted as a separate attack somehow.
                      On my warlock at least, the lightning damage proc both Agonizing Blast and Hex again on an Eldritch Blast projectile.
                      I was wondering how Wyll was doing insane damage sometimes, 2 Blast hitting a target lead to 4x Agonizing and Hex damage...

                      • Anonymous

                        The real sparky sparkwall and the prizes from the "Rescue the Grand Duke" quest (Joltshooter, sparky points and the excelent spellsparkler) should be listed here. Also, the sparkswall should be somewhere, because thats what allow for the complete build with the watersparks without being suicidal.

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