publish: true
aliases:
- Thunderlords’ Guild
created: 2026-03-09T12:15:33.821-04:00
modified: 2026-03-09T12:15:33.821-04:00
published: 2026-03-09T12:15:33.821-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/craftsman/thunderlords
cssclasses: - json5e-class
obsidianUIMode: preview
Thunderlords’ Guild
Craftsman: Subclass Feature
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Thunderlords' Guild 4th +2 5th +3 6th +3 Electric Armory 7th +3 8th +3 9th +4 10th +4 Static Charge 11th +4 12th +4 13th +5 14th +5 Ball Lightning 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Charge Your Weapons with Electricity
From the earliest days of life, storms (and particularly lightning) have struck the creatures caught in them with awe and terror. The Thunderlords’ Guild, by contrast, draws wild inspiration from the majesty of nature, and seeks to, quite literally, capture lightning in a bottle.
Subclass Features
Power Cell (Level 3)
You have a lightning-generating Power Cell that you can use to empower your equipment. If your cell is ever lost or damaged, you can repair or replace it over the course of a Long Rest using materials worth 100+ GP. While carrying your Power Cell, you gain the following benefits.
Charge Points. Your Power Cell gives you a number of Charge Points equal to your Craftsman level. You regain all expended Charge Points when you finish a Long Rest.
Shock. Once on each of your turns when you deal Lightning damage, you can expend a number of Charge Points up to your Proficiency Bonus to deal extra Lightning damage. The extra damage equals 1d6 for each Charge Point expended plus your Intelligence modifier.
Lightning Resistance. You have Resistance to Lightning damage.
Lightning Weapons. When you deal damage with a weapon, it can deal your choice of Lightning damage or its normal damage type.
Electric Armory (Level 6)
Using your Customize Weapon, you can add the Jolt property to any weapon, even one that doesn’t deal Lightning damage. You gain the following benefit with any weapon that has the Jolt property.
Arcing Jolt. Once per turn when you use the Jolt property, you can expend one Charge Point to cause an arc of electricity to leap to a creature that you can see within 5 feet of the target. This creature is affected by the Jolt property and makes a Dexterity saving throw (DC equals 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, a creature takes Lightning damage equal to the damage dealt to the initial target, or half as much damage on a successful save.
Static Charge (Level 10)
As a Bonus Action, you can store an electric charge in a suit of Masterwork armor you are wearing until the end of your next turn. If a creature hits you with a melee attack while your armor is charged, it takes 3d6 Lightning damage and the armor is no longer charged.
Ball Lightning (Level 14)
As a Bonus Action, you can expend 3 Charge Points to create a 1-foot diameter ball of electrified plasma in an unoccupied space within 5 feet of you. The ball lasts for 1 minute or until you use this feature again or dismiss it (no action required).
The ball emanates an electric field in a 5-foot Emanation. When a creature enters the Emanation for the first time on a turn or begins its turn there, you can choose for metallic weapons it is carrying to gain an electric charge until the end of the creature’s turn. Whenever a creature deals damage with a charged weapon, it deals an extra 1d6 Lightning damage.
At the start of each of your turns, the ball moves up to 15 feet in a direction you choose.