# Thunderlords' Guild *[craftsman](craftsman.md): Artisan's Guild* *Source: Valda's Spire of Secrets* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='3'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Thunderlords' Guild (Level 3)' class='internal-link'>Thunderlords' Guild</a></td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Lightning Rod (Level 7)' class='internal-link'>Lightning Rod</a></td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Static Charge (Level 10)' class='internal-link'>Static Charge</a></td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#High Voltage (Level 14)' class='internal-link'>High Voltage</a></td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Electroshock (Level 18)' class='internal-link'>Electroshock</a></td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"></td></tr> > </tbody></table> ^class-progression ## Class Features ### Thunderlords' Guild (Level 3) From the earliest days of life, storms (and particularly lightning) have struck the creatures caught in them with awe and terror. The Thunderlords, by contrast, draw wild inspiration from the majesty of nature, and seek to, quite literally, capture lightning in a bottle. ### Power Cell (Level 3) Starting when you join this guild at 3rd level, you construct a lightning-generating power cell, which comes connected to a set of conduit gauntlets. When you gain these items, you are assumed to have been working on them in your spare time, only bringing them to full functionality when you choose this subclass. If these pieces of equipment are lost or damaged, you can replace them over the course of a long rest with 100 gp worth of materials. #### Charge Points Your power cell gives you a number of charge points, which represent the electrical energy stored within your power cell. Your maximum number of charge points is equal to half your craftsman level, rounded up. You can spend these points to generate various electrical effects through your power cell. You regain all expended charge points when you finish a short or long rest. #### Using Charge Points Once per turn when you hit a creature with an attack that deals lightning damage, you can spend 1 or more charge points, up to a maximum number equal to your proficiency bonus, to enhance the power of the attack. When you do so, choose one of the following effects: ##### Arc Lightning arcs to nearby targets. Choose a number of creatures equal to the number of charge points you spend that are within 15 feet of the target of your attack. Each of the chosen creatures must make a Dexterity saving throw against your Masterwork save DC. On a failed save, a creature takes lightning damage equal to `d6` + your Intelligence modifier. ##### Discharge The creature you hit takes an extra `d6` lightning damage for each charge point you spend. ##### Jolt The creature you hit can't take reactions until the start of your next turn. ### Shock (Level 3) At 3rd level, while you are carrying your power cell and it has at least 1 unspent charge point, you gain the following benefits: - Weapons you wield can deal lightning damage instead of their normal damage type. - You know the shocking grasp and spare the dying cantrips. Intelligence is your spellcasting ability for these spells. ### Lightning Rod (Level 7) Starting at 7th level, while you're carrying your power cell, you have resistance to lightning damage. Additionally, whenever you take lightning damage from a hostile creature while wearing your gauntlets, you can regain 2 expended charge points as a reaction. ### Static Charge (Level 10) Starting at 10th level, you can spend 10 minutes to store an electric charge in a weapon or suit of armor, or you can store an electric charge in up to 6 different weapons or suits of armor during a short or long rest. Unexpended charges dissipate after 1 hour. A charged weapon or suit of armor gains the following appropriate property: #### Charged Armor When you take damage from a melee attack, you can use your reaction to expend the charge, dealing `d8` lightning damage to the creature that hit you. #### Charged Weapon When you hit a creature with an attack using this weapon, you can expend the charge to deal an extra 1d6 lightning damage to the target. ### High Voltage (Level 14) Starting at 14th level, while carrying your power cell, you can spend 5 charge points to cast the lightning bolt spell without using a spell slot or material components. This spell uses your Masterwork save DC. ### Electroshock (Level 18) *Legendary weapon property* **Components:** Masterwork exotic weapon When you hit a creature with this weapon, you can expend the weapon's built-in power cell to shock the target. The target must succeed on a Constitution saving throw against your Masterwork save DC or become stunned until the end of your next turn. Once you use this property, you can't use it again with this weapon until you finish a short or long rest.