
Certain items in Baldur's Gate 3 allow the user to build up Lightning Charges, a modifier that enhances their attack power. If the character builds up enough charges in one go, they'll be able to enhance their next attack with additional damage.
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PostsRead on to find out everything you need to know about Lightning Charges, from how they work to the items that let you build them up. With the right gear, you'll be able to unleash the power of electricity reliably in combat, giving you a fantastic edge during your journey!
Updated March 11, 2024 by Matt Arnold: We've checked for new abilities on the magic items that grant Lightning Charges, and updated our list with the latest versions.
What Are Lightning Charges?
Lightning Charges are typically conferred by magic items onto the character who has them equipped. The conditions for gaining Lightning Charges will vary by item, but they always work the same way regardless of how they were acquired.
As long as a character has one or more Lightning Charges, they add one to all their Attack Rolls and, whenever they deal damage by any means, they deal one Lightning damage in addition to the normal damage from the effect.
The bonus from Lightning Charges does not scale with the number of charges the character currently has. A character with three Lightning Charges still only gets a +1 bonus to Attack Rolls and damage.
Lightning Charges decay at a rate of one charge per turn. When a character loses their last Lightning Charge, they no longer benefit from their effects until they gain more.
If a character deals damage while they have five or more Lightning Charges, the charges are immediately consumed and the triggering effect deals 1d8 Lightning damage beyond its normal amount. You can't choose whether to apply this effect; it automatically happens as soon as the requirements are met.
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PostsWhich Equipment Gives Lightning Charges?
Below are all the magic items that we've found in Baldur's Gate 3 that provide Lightning Charges to their users, or provide benefits to characters that have Lightning Charges from another source.
Item
Equipment Slot
Rarity
Effects
Blast Pendant
Amulet
Uncommon
- Allows the wearer to use the Lightning Charge bonus action once per Long Rest.
- When activated, Lightning Blast causes the user's next Lightning spell or cantrip to consume all their Lightning Charges and deal additional Lightning damage equal to the number of charges spent.
Joltshooter
Ranged Weapon (2H)
Rare
- Longbow, 1d8+2 Piercing damage.
- The wielder gains two Lightning Charges whenever they deal damage with the Joltshooter.
Jolty Vest
Chest
Uncommon
- Medium Armour, AC 13.
- If the wearer has one or more Lightning Charges, any attackers that damage them must make a Dexterity Saving Throw or become Shocked.
- Shocked creatures cannot use Reactions, and have Disadvantage on Dexterity-based rolls.
Lifebringer
Head
Uncommon
- Whenever the wearer gains Lightning Charges from any source, they also gain 3 temporary hit points.
- All temporary hit points gained from the Lifebringer disappear immediately if the wearer has no Lightning Charges.
Markoheshkir
Quarterstaff
Legendary
- +1 bonus to Spell Saves and Spell Attack Rolls.
- The user can cast Kereska's Favor, which has a random effect. One of the possible effects grants you a Lightning Charge, but should not be relied upon.
The Sparkswall
Ring
Uncommon
- Resistance to Lightning damage.
- The wearer can not be electrocuted (for example, by standing in electrified water).
Protecty Sparkswall
Clothing
Uncommon
- AC 10.
- As long as the wearer has one or more Lightning Charges, they gain +1 to their Saving Throws and to their AC.
Real Sparky Sparkswall
Shield
Uncommon
- Shield, +3 AC.
- The wielder can spend three Lightning Charges to activate Lightning Aura, dealing 1d6 Lightning damage to nearby enemies and applying Jolted to them.
- Jolted creatures take 1d4 Lightning damage each turn and can't use Reactions.
- Enemies that leave the aura are no longer Jolted, and enemies that enter the aura do not become Jolted unless the effect is activated again.
Sparkle Hands
Gloves
Uncommon
- Whenever the wearer hits a target with an unarmed attack, they gain two Lightning Charges.
- If the wearer has Lightning Charges and attacks a target that is wearing metal armor or is a Construct made from metal, the attack gains Advantage.
Sparky Points
Melee Weapon (1H or 2H)
Rare
- Trident, 1d6 Piercing damage (one-handed) or 1d8 Piercing damage (two-handed)
- The wielder gains two Lightning Charges whenever they deal damage with the Sparky Points.
Speedy Lightfeet
Boots
Rare
- Medium Armour.
- The wearer gets +1 to Athletics Checks.
- Whenever the wearer uses an action that grants additional movement, such as Dash, they gain three Lightning Charges.
Spellsparkler
Melee Weapon (1H or 2H)
Rare
- Quarterstaff, 1d6 Bludgeoning damage (one-handed) or 1d8 Bludgeoning damage (two-handed).
- The wielder gains two Lightning Charges every time they deal damage with a spell or cantrip.
- If a spell or cantrip damages multiple enemies, the wielder gets two Lightning Charges for each damaged enemy.
Watersparkers
Boots
Rare
- If the wearer is standing in water, the water becomes Electrified.
- This effect only occurs during combat.
- Electrified water deals 1d4 Lightning damage to any creatures standing in it, and they become Shocked.
- Note that this damage will apply to the wearer of the Watersparkers unless they have immunity from another effect.
- If the wearer starts their turn on an Electrified surface of any kind, they gain two Lightning Charges.
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