Ad placeholder
List of equipment sets: Difference between revisions
(Updated deprecated {{Action}} template to {{r}}) |
|||
(12 intermediate revisions by one other user not shown) | |||
Line 70: | Line 70: | ||
*{{MdRarityItem|Kurwin's Cauteriser}}: Deal an additional {{DamageText|1d4|Fire}} damage. On a hit, the target starts {{Cond|Burning}} unless it succeeds a Constitution {{Saving Throw}}. | *{{MdRarityItem|Kurwin's Cauteriser}}: Deal an additional {{DamageText|1d4|Fire}} damage. On a hit, the target starts {{Cond|Burning}} unless it succeeds a Constitution {{Saving Throw}}. | ||
*{{MdRarityItem|Obsidian Laced Robe}}: On a successful saving throw against a foe's spell, deal {{damage color|Fire|1d4 + [[proficiency bonus]] Fire}} damage to them. Also grants resistance to {{DamageColor|Fire}} damage. | *{{MdRarityItem|Obsidian Laced Robe}}: On a successful saving throw against a foe's spell, deal {{damage color|Fire|1d4 + [[proficiency bonus]] Fire}} damage to them. Also grants resistance to {{DamageColor|Fire}} damage. | ||
*{{MdRarityItem|Pyroquickness Hat}}: Gain an additional {{ | *{{MdRarityItem|Pyroquickness Hat}}: Gain an additional {{r|Bonus}} when you cast a non-cantrip {{damage color|Fire}} spell. | ||
*{{MdRarityItem|Rupturing Blade}}: May use the {{SAI|Searing Blood}} weapon action once per short rest. | *{{MdRarityItem|Rupturing Blade}}: May use the {{SAI|Searing Blood}} weapon action once per short rest. | ||
*{{MdRarityItem|Scimitar of Cinder}}: Deal an additional {{DamageText|1d6|Fire}} damage. Gain the {{SAI|Scorching Strike}} weapon action. | *{{MdRarityItem|Scimitar of Cinder}}: Deal an additional {{DamageText|1d6|Fire}} damage. Gain the {{SAI|Scorching Strike}} weapon action. | ||
Line 334: | Line 334: | ||
{{main|:Sparkstruck set|Lightning Charges (Condition)}} | {{main|:Sparkstruck set|Lightning Charges (Condition)}} | ||
The Sparkstruck set consists of of items which grant or interact with [[Lightning Charges]]. Synergizes with items from the [[Lightning set]], which are not duplicated here. | The Sparkstruck set consists of of items which grant or interact with [[Lightning Charges]]. Synergizes with items from the [[Lightning set]], which are not duplicated here. | ||
*{{MdRarityItem|The Blast Pendant}}: Once per [[Long Rest]] you may focus the electricity in your veins as a {{ | *{{MdRarityItem|The Blast Pendant}}: Once per [[Long Rest]] you may focus the electricity in your veins as a {{r|bonus}}. Your next lightning [[spell]] or [[Spells#Cantrips|cantrip]] deals additional {{DamageType|Lightning}} damage equal to your remaining Lightning Charges. On a hit, all of your Lightning Charges are consumed. | ||
*{{MdRarityItem|The Joltshooter}}: When the wielder deals damage with this weapon, they gain 2 Lightning Charges. | *{{MdRarityItem|The Joltshooter}}: When the wielder deals damage with this weapon, they gain 2 Lightning Charges. | ||
*{{MdRarityItem|The Jolty Vest}}: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a [[Dexterity]] [[Saving Throw]] or become {{IconLink|Shocked Condition Icon.webp|Shocked (Condition)|Shocked|size=20}}. | *{{MdRarityItem|The Jolty Vest}}: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a [[Dexterity]] [[Saving Throw]] or become {{IconLink|Shocked Condition Icon.webp|Shocked (Condition)|Shocked|size=20}}. | ||
*{{MdRarityItem|The Lifebringer}}: When the wearer gains Lightning Charges, they also gain 3 [[Hit Points|temporary hit points]]. The temporary hit points disappear if the wearer runs out of Lightning Charges. | *{{MdRarityItem|The Lifebringer}}: When the wearer gains Lightning Charges, they also gain 3 [[Hit Points|temporary hit points]]. The temporary hit points disappear if the wearer runs out of Lightning Charges. | ||
*{{MdRarityItem|The Protecty Sparkswall}}: The wearer has +1 to {{ArmourClass}} and {{SavingThrow}}s as long as they have [[Lightning Charges]]. | *{{MdRarityItem|The Protecty Sparkswall}}: The wearer has +1 to {{ArmourClass}} and {{SavingThrow}}s as long as they have [[Lightning Charges]]. | ||
*{{MdRarityItem|The Real Sparky Sparkswall}}: Grants the '''Lightning Aura''' {{action}}, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies. | *{{MdRarityItem|The Real Sparky Sparkswall}}: Grants the '''Lightning Aura''' {{r|action}}, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies. | ||
*{{MdRarityItem|The Sparkle Hands}}: On a hit with an unarmed attack, the wearer gains 2 [[Lightning Charges]], and attacks against metal constructs and foes wearing metal armour gain [[Advantage]]. | *{{MdRarityItem|The Sparkle Hands}}: On a hit with an unarmed attack, the wearer gains 2 [[Lightning Charges]], and attacks against metal constructs and foes wearing metal armour gain [[Advantage]]. | ||
*{{MdRarityItem|The Sparkswall}}: Shields the wearer from [[Damage Types|Lightning]], giving Lightning [[Resistance]]. This item is useful with the [[The Watersparkers]] as it enables the wearer to stand in water and not be affected by the lightning effect added to the puddle. | *{{MdRarityItem|The Sparkswall}}: Shields the wearer from [[Damage Types|Lightning]], giving Lightning [[Resistance]]. This item is useful with the [[The Watersparkers]] as it enables the wearer to stand in water and not be affected by the lightning effect added to the puddle. | ||
Line 478: | Line 478: | ||
The Low HP set is a group of equipment that benefits from having a small number of hit points and items that damage the wielder to more easily reach those low HP values. The self-burn from the [[Heat Set]] also helps lower HP. Note that {{Temp hp}} is not factored in to the activation conditions of these items. | The Low HP set is a group of equipment that benefits from having a small number of hit points and items that damage the wielder to more easily reach those low HP values. The self-burn from the [[Heat Set]] also helps lower HP. Note that {{Temp hp}} is not factored in to the activation conditions of these items. | ||
* {{MdRarityItem|After Death Do Us Part}}: Rise at half hit points when {{Cond|Downed}}, but be cursed with {{Cond|Shadow Possession}}. | * {{MdRarityItem|After Death Do Us Part}}: Rise at half hit points when {{Cond|Downed}}, but be cursed with {{Cond|Shadow Possession}}. | ||
* {{MdRarityItem|Blooded Greataxe}}: Deal an additional {{DamageText|1d4|Slashing}} when you have 50% hit points or less. | |||
* {{MdRarityItem|Cap of Wrath}}: Gain 2 stacks of {{Cond|Wrath}} when starting a turn with 50% hit points or less. | * {{MdRarityItem|Cap of Wrath}}: Gain 2 stacks of {{Cond|Wrath}} when starting a turn with 50% hit points or less. | ||
* {{MdRarityItem|Helmet of Grit}}: Gain an additional {{ | * {{MdRarityItem|Comeback Handaxe}}: Returns to the wielder when thrown, dealing {{DamageText|1d6 + 1|Slashing}} damage to the thrower. | ||
* {{MdRarityItem|Glowing Shield}}: Gain 8 {{Temp hp}} when you take damage while below 50% hit points once per short rest. | |||
* {{MdRarityItem|Helmet of Grit}}: Gain an additional {{r|Bonus}} when starting a turn with 50% hit points or less. | |||
* {{MdRarityItem|Horns of the Berserker}}: Unarmed and melee weapon attacks deal an additional {{DamageText|2|Necrotic}} damage if the wearer is not at full hp. | * {{MdRarityItem|Horns of the Berserker}}: Unarmed and melee weapon attacks deal an additional {{DamageText|2|Necrotic}} damage if the wearer is not at full hp. | ||
* {{MdRarityItem|Loviatar's Scourge}}: Deal an additional {{DamageText|1d6|Necrotic}} damage to nearby creatures, including yourself. Grants {{DamageType|Necrotic}} [[Resistance]]. | |||
* {{MdRarityItem|Martial Exertion Gloves}}: May use {{SAI|Martial Exertion}} once per short rest. | * {{MdRarityItem|Martial Exertion Gloves}}: May use {{SAI|Martial Exertion}} once per short rest. | ||
* {{MdRarityItem|Moondrop Pendant}}: The wearer does not provoke opportunity attacks when at 50% or less hit points. | * {{MdRarityItem|Moondrop Pendant}}: The wearer does not provoke opportunity attacks when at 50% or less hit points. | ||
* {{MdRarityItem|Nyrulna}}: Deals an extra {{DamageText|1d6|Thunder}}. Deals an additional {{DamageText|3d4|Thunder}} in a radius when thrown, possibly damaging yourself. | |||
* {{MdRarityItem|Ritual Axe}}: Chance to inflict {{SAI|Bane}} on hit. Deal {{DamageText|1d6|Piercing}} to yourself if you have 25% or more HP. | |||
* {{MdRarityItem|Ritual Dagger}}: May use {{SAI|Blood Sacrifice}} once per turn. | |||
* {{MdRarityItem|Rupturing Blade}}: May use the {{SAI|Searing Blood}} weapon action once per short rest. | |||
* {{MdRarityItem|Spurred Band}}: Gain 1 stack of {{Cond|Momentum}} when starting a turn with 50% hit points or less. | * {{MdRarityItem|Spurred Band}}: Gain 1 stack of {{Cond|Momentum}} when starting a turn with 50% hit points or less. | ||
* {{MdRarityItem|The Oak Father's Embrace}}: Beasts that hit the wearer deal an additional {{DamageText|1d6|Radiant}} damage. | * {{MdRarityItem|The Oak Father's Embrace}}: Beasts that hit the wearer deal an additional {{DamageText|1d6|Radiant}} damage. | ||
* {{MdRarityItem|The Watersparkers}}: Standing in water turns it into {{Area|Electrified Water}}, which will damage the wearer. | * {{MdRarityItem|The Watersparkers}}: Standing in water turns it into {{Area|Electrified Water}}, which will damage the wearer. | ||
* {{MdRarityItem|True Love's Embrace}}: Cast {{SAI|Warding Bond}} on an ally wearing {{SmRarityItem|True Love's Caress}}. | |||
* {{MdRarityItem|Viconia's Walking Fortress}}: Cast {{SAI|Warding Bond}} once per long rest. | |||
==Relics of Deep Duerra's rebellious children== | ==Relics of Deep Duerra's rebellious children== |
Latest revision as of 07:50, 14 December 2024
This article lists sets of equipment. Equipment sets are groups of armour, weapons, or accessories which have similar themes or effects.
Damage type sets[edit | edit source]
Elemental set[edit | edit source]
The elemental set confers bonuses when dealing elemental (Acid, Cold, Fire, Lightning, or Thunder) damage or adds additional elemental damage. As such, this set synergizes with items from the Acid set, Cold set, Fire set, Lightning set, and Thunder set, which are not duplicated here. Many items benefit from using a mix of spell and weapon attacks.
It consists of the following pieces:
- Amulet of Elemental Torment: When the wearer stands in certain surfaces and casts a spell that deals damage, the target also suffers the surface's effects.
- Boots of Elemental Momentum: Grants whenever the wearer deals elemental damage with a spell or cantrip.
- Cloak of Elemental Absorption: Allows the wearer to absorb a small amount of magical damage, and add it to their next weapon attack.
- Cloak of the Weave: Allows the wearer to absorb a small amount of magical damage, and add it to their next weapon attack.
- Creation's Echo: Become resistant to an element after dealing its associated damage.
- Drakethroat Glaive: Cast Draconic Elemental Weapon once per long rest.
- Flail of Ages: Inflicts conditions when Acid, Cold, or Fire damage is dealt.
- Markoheshkir: Cast Kereska's Favour once per short rest.
- Necklace of Elemental Augmentation: adds the Spellcasting Modifier to the damage when the wearer uses elemental damage with a cantrip.
- Ring of Elemental Infusion: Adds elemental damage to the wearer's next weapon attack, after dealing elemental damage with a spell.
Acid set[edit | edit source]
The Acid set is a set of equipment that helps the user deal or resist Acid damage. Syngerizes with items from the Elemental set, which are not duplicated here. It consists of the following pieces:
- Caustic Band: Your weapon attacks also deal 2 Acid damage.
- Corrosive Flail: Use Corrosive Strike once per short rest.
- Fleshmelter Cloak: Whenever a creature deals melee damage to the wearer, that creature takes 1d4 Acid damage.
- Ichorous Gloves: When the wearer deals Acid damage, they also inflict Noxious Fumes on the target(s).
- Melf's First Staff: Cast Melf's Acid Arrow once per long rest.
- Varsh Ko'kuu's Boots: Acidic surfaces don't affect you, and you are Resistant to Acid damage.
Cold set[edit | edit source]
The Frost set is a set of equipment that helps the user deal Cold damage and inflict the conditions or . Syngerizes with items from the Elemental set, which are not duplicated here. It consists of the following pieces :
- Absolute's Protector: Cast Fire Shield: Chill once per long rest.
- Cold Snap: Deal d4 Cold damage on hit. Inflict Chilled when a creature misses you with an attack.
- Coldbrim Hat: Applying any condition can apply Encrusted with Frost (Condition).
- Frost Prince: Can cast the spell.
- Hoarfrost Boots: Cannot fall Prone (Condition) while traversing icy terrain.
- Icebite Robe: Resistance to Cold damage and cast Armour of Agathys.
- Mourning Frost: When the wearer deals Cold damage, they deal 1 more Cold damage and can also inflict Chilled on the target(s).
- Snow-Dusted Monastery Gloves: Unarmed attacks deal Cold damage, can cast spell.
- Snowburst Ring: Create a 4.5m (15ft) circle of ice around the target(s) when dealing Cold damage.
- Trident of the Depths: Deal an additional 1d6Cold. May use . Exploit only.
- Trident of the Waves: Inflict on hit.
- Wavemother's Sickle: Deal d4 Cold damage on hit.
- Winter's Clutches: Cold damage inflicts 2 turns of Encrusted with Frost upon the target(s).
Fire set[edit | edit source]
The Fire Set is a set of equipment that deals or receives Fire damage and interacts with the condition. Synergizes with items from the Heat Set, Helldusk Set and Elemental set, which are not duplicated here.
- Azer Warhammer: Deal an additional 1d6Fire damage. Gain access to .
- Cindermoth Cloak: Inflicts Burning on any foe within 2m / 7ft that damages the wearer.
- Circlet of Blasting: Cast once per long rest.
- Dragon's Grasp: Deal an additional 1d4Slashing to targets.
- Emblazoned Plate of the Marshal: Cast once per long rest. Also grants resistance to Fire damage.
- Everburn Blade: Deal an additional 1d4Fire damage.
- Exterminator's Axe: Deal an additional 1d6Fire to plants, myconids, and small creatures.
- Firestoker: Deal an additional 1d4Slashing to targets.
- Flame Enamelled Armour: Cast as a level 4 spell. Also grants resistance to Fire damage.
- Gloves of Cinder and Sizzle: Unarmed attacks deal an additional 1d4Fire damage. Cast as a level 3 spell once per long rest.
- Gloves of Flint and Steel: When the wearer deals Fire damage, the target has to succeed a Constitution saving throw or start Burning.
- Gold Wyrmling Staff: Deal an additional 1d4Fire damage. Gain access to the cantrip.
- Hat of Fire Acuity: Gain 2 stacks of each time you deal Fire damage.
- Hellfire Hand Crossbow: Possibly inflict when attacking while or . Cast at level 3 once per long rest.
- Incandescent Staff: Gain access to the cantrip. May cast once per long rest. Ranged Spell Attack + 1. Also grants resistance to Fire damage.
- Infernal Robe: Cast as a level 4 spell. Also grants resistance to Fire damage.
- Kurwin's Cauteriser: Deal an additional 1d4Fire damage. On a hit, the target starts unless it succeeds a Constitution Saving throw.
- Obsidian Laced Robe: On a successful saving throw against a foe's spell, deal 1d4 + proficiency bonus Fire damage to them. Also grants resistance to Fire damage.
- Pyroquickness Hat: Gain an additional Bonus action when you cast a non-cantrip Fire spell.
- Rupturing Blade: May use the weapon action once per short rest.
- Scimitar of Cinder: Deal an additional 1d6Fire damage. Gain the weapon action.
- Shield of Scorching Reprisal: Increase AC by 1 and deal 1d6Fire when a creature misses you. Once per short rest.
- Skybreaker: Cast once per long rest.
- Staff of a Mumbling Wizard: Gain access to the cantrip .
Force set[edit | edit source]
The Force set is a set of equipment that helps the user deal Force damage and gain the condition.
- Breaching Pikestaff: Deal an additional 1d4Force damage.
- Craterflesh Gloves: Deal an additional 1d6Force damage when you land a Critical Hit.
- Crossbow of Arcane Force: Deal an additional 1d4Force damage on each hit. Lasts for one turn and is once per short rest.
- Faithbreaker: Deal an additional 1d6Force damage and push the target once per short rest.
- Garb of the Land and Sky: Activating empowers your next attack with advantage and 1d8Force damage.
- Gauntlet of the Tyrant: Unarmed attacks deal an additional 1d4Force damage.
- Gloves of Soul Catching: Unarmed attacks deal an additional 1d10Force damage.
- Halberd of Vigilance: Deal an additional 1d4Force damage.
- Harper Sacredstriker: Cast at level 6 once per long rest.
- Ne'er Misser: Attacks deal Force instead of Piercing damage. Cast at level 3 once per long rest.
- Psychic Spark: Cast once per long rest. Shoot an additional dart each cast.
- Rippling Force Mail: Gain 2 turns of when taking Slashing, Piercing, or Bludgeoning damage.
- Servitor of the Black Hand Gloves: Unarmed attacks deal an additional 1d4Force damage.
- Sethan: Cast at level 6 once per long rest.
- Stalker Gloves: deals an additional 1d4Force damage.
- Swires' Sledboard: Gain 1 turn of at the start of the turn.
- The Skinburster: Gain 2 turns of when you deal melee damage.
- Viconia's Walking Fortress: Deal 2d4Force damage and possibly knock an enemy when hit with a melee attack.
- Wulbren's Hammer: Deal an additional 2d4Force damage to constructs and objects.
Lightning set[edit | edit source]
The Lightning set is a set of equipment that helps the user deal or resist Lightning damage. Synergizes with items from the Sparkstruck set and Elemental set, which are not duplicated here.
- Charge-Bound Warhammer: Warlocks and Eldritch Knights deal an additional 1d6Lightning damage when bound to this weapon.
- Flail of the Vortex: Deal an additional 1d8Lightning damage. Gain the weapon action. Exploit only.
- Gloves of Belligerent Skies: When the wearer deals Thunder, Lightning, or Radiant damage, inflict 2 turns of upon the target(s).
- Gloves of the Automaton: Gain resistance to Lightning once per short rest.
- Hellfire Engine Crossbow: Cast at level 4 once per long rest.
- Light of Creation: Deal an additional 1d6Lightning damage. May stun yourself unless you are a Construct.
- Lightning Jabber: May target on hit. Deal an additional 1d4Lightning damage when thrown.
Necrotic set[edit | edit source]
The Necrotic set is a set of equipment that helps the user deal or resist Necrotic damage. Synergizes with items from the Dark Justiciar Set, Helldusk Set and the Blackguard Set, which are not duplicated here. The set consists of the following pieces:
- Ambusher: Deal 1d6Necrotic against targets that have not taken a turn.
- Armour of the Sporekeeper: Increases Necrotic spell save DC and damage by 1.
- Artificial Leech (+1): May use once per short rest. Bugged.
- Assassin's Touch: Deals an additional 1d4Necrotic to creatures that are or .
- Bonesaw (+1): May use once per short rest. Bugged.
- Creation's Echo: Become resistant to an Necrotic after dealing Necrotic damage.
- Crimson Mischief: Deal an additional 1d4Necrotic damage.
- Crypt Lord Ring: Cast as a level 6 spell once per long rest.
- Dread Iron Dagger: Deal an additional 1d6Necrotic damage while hidden.
- Duellist's Prerogative: Deal an additional 1d4Necrotic damage. Use a reaction to add Necrotic equal to your proficiency bonus.
- Flawed Helldusk Gloves: Unarmed attacks deal an additional 1d4Necrotic damage and may inflict .
- Fleshrender: Deal additional Necrotic equal to your proficiency bonus and prevent healing once per short rest.
- Hollow's Staff: Deal an additional 1d4Necrotic damage. Cast at level 3 once per long rest.
- Hoppy: Heal 1d6hit points and deal an additional Necrotic damage equal to your proficiency bonus.
- Horns of the Berserker: Unarmed and melee weapon attacks deal an additional 2Necrotic damage if the wearer is not at full hp.
- Loviatar's Scourge: Deal an additional 1d6Necrotic damage to nearby creatures, including yourself. Grants Necrotic Resistance.
- Makeshift Bow: Deal an additional 1d10Necrotic damage. Exploit only.
- Myrkulite Scourge: Deal an additional 1d6Necrotic damage.
- Protective Plate: Gain Resistance to Necrotic damage.
- Ritual Dagger of Shar: Deal an additional 1d4Necrotic damage.
- Staff of Cherished Necromancy: Deal an additional 1d4Necrotic damage. Enemies have disadvantage on saves against necromancy spells. Killing an enemy with a spell grants .
- Sword of Chaos: Deal an additional 1d4Necrotic damage.
- Sword of Life Stealing: Deal an additional 10Necrotic damage on a critical hit and gain 10 temporary hit points.
- The Spectator Eyes: Cast as a level 3 spell once per long rest.
- Torch of Revocation: Deal an additional 1d4Necrotic damage.
- Trepan (+1): May use once per short rest. Bugged.
- Woe: Cast as a level 4 spell once per long rest.
Poison set[edit | edit source]
The Poisoner's set is a set of equipment that helps the user do Poison damage or inflict .
- Argument Solver: Grants the wielder the weapon action.
- Armour of the Sporekeeper: May use and once per long rest. Circle of Spores druids only.
- Broodmother's Revenge: Whenever the wearer is healed, their weapon becomes coated in magic and deals an additional 1d6 Poison.
- Cruel Sting: Deal an additional 1d4Poison against restrained targets. Drow only.
- Derivation Cloak: Heal 1d4hit points when Poisoning a foe.
- Djinni Scimitar: Deal an additional 2d10Poison damage. Exploit only.
- Handmaiden's Mace: Deal an additional 1d6Poison damage.
- Hellbeard Halberd: Deal an additional 6Poison damage.
- Infernal Mace: Deal an additional 3Poison damage.
- Infernal Spear: Deal an additional 3Poison damage.
- Poisoner's Gloves: Can inflict Poisoned when dealing poison damage.
- Poisoner's Ring: Grants , an ability that makes a target Vulnerable to Poison damage.
- Poisoner's Robe: Deal additional poison damage when dealing poison damage with spells.
- Staff of Crones: Cast once per short rest.
- Syringe (+1): May use the weapon action once per short rest. Bugged; the weapon action does not appear for the player.
- Thorn Blade: Deal an additional 1d4Poison damage while concentrating.
Psychic set[edit | edit source]
The Psychic set is a set of equipment that deals or synergizes with Psychic damage and inflicts .
- Blade of Oppressed Souls: Deal an additional 1d4Psychic damage. Gain the weapon action.
- Boots of Psionic Movement: Cast once per long rest. Githyanki deal 1d4Psychic damage after casting .
- Bonespike Helmet: Deal 2d4Psychic damage in a small aoe when entering .
- Braindrain Gloves: Grants two stacks of when dealing Psychic damage.
- Circlet of Psionic Revenge: Deal 1d4Psychic damage when you succeed a saving throw.
- Githyanki Greatsword (Psionic): Githyanki deal an additional 1d4Psychic damage.
- Justiciar's Scimitar: Deal an additional 1d6Psychic damage once per short rest.
- Ketheric's Warhammer: Deal an additional 1d4Psychic damage.
- Psionic Ward Armour: Grants Psychic resistance to githyanki.
- Render of Mind and Body: Deal an additional 1d8Psychic damage when you have advantage.
- Ring of Mental Inhibition: Inflict two stacks of when a foe fails a saving throw.
- Shadow Blade Ring: Cast as a level 2 spell once per short rest.
- Silver Sword of the Astral Plane: Githyanki deal an additional 1d6Psychic damage, gain Psychic resistance, and can use the weapon action.
- Slinging Shoes: Deal 2d4Psychic damage when thrown; returns to owner.
- Strange Conduit Ring: Weapon attacks deal 1d4Psychic damage while concentrating.
- Soulbreaker Greatsword: Githyanki deal an additional 1d5Psychic damage and can use the weapon action.
- Sword of Clutching Umbra: Deal an additional 1d6Psychic damage once per short rest.
- Sword of Screams: Deal an additional 1d4Psychic damage.
- Voss' Silver Sword: Deal an additional 1d4Psychic damage. Cast once per long rest.
Radiant set[edit | edit source]
The Radiant set is a set of equipment that deals or synergizes with Radiant damage. Synergizes with items from the Luminous set, which are not duplicated here.
- Callous Glow Ring: Wearer deals an additional 2 points of Radiant damage against creatures that are illuminated.
- Deva Mace: Deal 4d8Radiant damage on hit. Exploit only.
- Devotee's Mace: Deal 1d8Radiant damage on hit.
- Gloves of Belligerent Skies: When the wearer deals Thunder, Lightning, or Radiant damage, inflict 2 turns of upon the target(s).
- Gontr Mael: May use once per short rest. Sheds light.
- Hammer of the Just: deal 1d4Radiant damage on hit.
- Holy Lance Helm: Chance to deal 1d4Radiant when an enemy misses.
- Mantle of the Holy Warrior: Cast once per long rest.
- Moon Devotion Robe: While the wearer has , each successful Saving throw causes the source of the Saving Throw to take 1-4Radiant damage.
- Moonlight Glaive: Deal 1d4Radiant damage on hit. Sheds light.
- Pelorsun Blade: Deal 1d4Radiant damage on hit.
- Seraphic Pugilist Gloves: Deal 1d4Radiant damage on hit. Cast at level 4 once per long rest.
- Shining Staver-of-Skulls: Deal 1d4Radiant damage on hit. Sheds light.
- The Blood of Lathander: Cast at level 6 once per long rest. Sheds light.
- The Oak Father's Embrace: Undead creatures that hit the wearer receive 1d6Radiant.
Thunder set[edit | edit source]
The Thunder set comprises of items that deal or interact with Thunder damage. Synergizes with items from the Reverberation set and Elemental set, which are not duplicated here.
- Cacophony: Deals an extra 1d4Thunder. Cast once per short rest.
- Corpsegrinder: Deals an extra 1d4Thunder. Gain access to the weapon action.
- Hamarhraft: When the wearer , they deal 1d4Thunder in a 3 m / 10 ft radius upon landing.
- Hat of Storm Scion's Power: Gain when dealing Thunder damage.
- Nyrulna: Deals an extra 1d6Thunder. Deals an additional 3d4Thunder in a radius when thrown.
- Phalar Aluve: May use once per short rest.
- Punch-Drunk Bastard: Create a blast with each attack, dealing 1d4Thunder for 3 m / 10 ft. Must be .
- Ring of Absolute Force: If the wearer bears the Absolute's Brand, they deal 1 additional Thunder with Thunder damage spells and attacks.
- Sentient Amulet (Rare): Cast once per short rest.
- Sentient Amulet (Very Rare): Cast once per long rest.
- Thunderpalm Strikers: Your unarmed attacks deal an additional 1d4Thunder damage. Cast once per long rest.
Game mechanic sets[edit | edit source]
Healing sets[edit | edit source]
General healing set[edit | edit source]
The Healing set is a set of equipment that increases the effects of healing, offers bonuses when you heal/are healed, and provides ways to heal allies or grant them temporary hit points. Interacts with the Self-Heal set, which is not duplicated here.
- Absolute's Warboard: Cast once per long rest.
- Amulet of Restoration: Cast and once per long rest.
- Amulet of Selûne's Chosen: Cast once per long rest.
- Balduran's Giantslayer: May use once per short rest.
- Boots of Aid and Comfort: Grants 3 temporary hit points upon healing.
- Cap of Curing: Using on an ally heals them for 1d6hit points.
- Devotee's Mace: May use once per long rest.
- Duke Ravengard's Longsword: Grant nearby allies temporary hit points equal to their Charisma modifier when you kill an enemy.
- Hellrider's Pride: Grants to healed creature.
- Herbalist's Gloves: Remove when healing.
- Ring of Salving: Heal an additional 2hit points when healing.
- The Blood of Lathander: Heal 2d6hit points when you reach 0 hp. Allies heal 1d6hit points. Once per long rest.
- The Reviving Hands: Grants upon healing. Grant when . Cast once per long rest.
- The Whispering Promise: allies when healing.
- Wapira's Crown: Heal yourself 1d6hit points when healing another.
- Slippery Chain Shirt: Automatically when healing.
- Till Death Do Us Part: Cast once per long rest.
Self-Heal set[edit | edit source]
The Self-Heal set is a set of equipment that focuses on healing and providing temporary hit points to the wearer. Some items also grant additional benefits when healed. Interacts with the Healing set, which is not duplicated here.
- Absolute's Talisman: Cast on yourself once per long rest.
- After Death Do Us Part: Rise at half hit points when , but be cursed with .
- Amulet of the Drunkard: Heal 2d4hit points at the start of your turn while .
- Armour of Landfall: Heal 1d4hit points when standing on or .
- Armour of Moonbasking: Gain 22 temporary hit points and take 1 less damage in .
- Blazer of Benevolence: Gain 4 temporary hit points when you use on an ally.
- Bonespike Garb: Gain 15 temporary hit points when entering .
- Broodmother's Revenge: Deal an additional 1d6Poison with weapon attacks after receiving healing.
- Circlet of Mental Anguish: Heal 1d4hit points when an enemy fails an INT, CHA, or WIS save against your spells.
- Derivation Cloak: Heal 1d4hit points when Poisoning a foe.
- Drunken Cloth: Gain temporary hit points equal to your CON mod at the start of your turn.
- Gloves of Soul Catching: Heal 1d10hit points on an unarmed hit once per turn.
- Glowing Shield: Gain 8 temporary hit points when you take damage while below 50% hit points once per short rest.
- Helm of Balduran: Heal 2hit points at the start of your turn.
- Helmet of Smiting: Gain temporary hit points equal to your Charisma modifier when you apply a condition with a Smite spell.
- Hoppy: Heal 1d6hit points and deal an additional Necrotic damage equal to your proficiency bonus.
- Icebite Robe: Cast once per long rest.
- Khalid's Gift: Cast on yourself once per long rest.
- Periapt of Wound Closure: Restore the maximum number of possible hit points when healed.
- Potent Robe: Gain temporary hit points equal to your CHA mod at the start of your turn.
- Psionic Ward Armour: Heal 1d4hit points when succeeding a saving throw.
- Reason's Grasp: Gain 15 temporary hit points when choosing to .
- Rhapsody: May use once per long rest.
- Ring of Regeneration: Heal 1d4hit points at the start of your turn.
- Robe of the Weave: Heal 1d6hit points when succeeding a saving throw.
- Shattered Flail: Heal 1d6hit points on hit, but may go mad if not attacking.
- Shield of Devotion: Cast on yourself once per long rest.
- Sword of Life Stealing: Deal an additional 10Necrotic damage on a critical hit and gain 10 temporary hit points.
- 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.
- Vest of Soul Rejuvenation: Heal 1d4hit points when succeeding a saving throw.
- Vital Conduit Boots: Gain 8 temporary hit points when casting a concentration spell.
- Vivacious Cloak: Gain 8 temporary hit points when you cast a spell in melee.
- Wavemother's Robe: Heal 1d4hit points at the start of your turn if standing in water.
- Woe: Heal 1d4hit points when an enemy fails one of your saving throws.
Heat set[edit | edit source]
The Heat Set is a set of equipment that helps the user with Heat (Condition). Synergizes with items from the Fire set, which are not duplicated here.
- Cinder Shoes: whenever you inflict Burning on an enemy, you gain 2 turns of Heat.
- Fireheart: whenever you take Fire damage dealt by another creature, you gain 2 turns of Heat.
- Hellfire Greataxe: whenever you deal damage with this weapon, you gain 2 turns of Heat. Deals an additional 1d6Fire damage. May use the weapon action.
- Ring of Self Immolation: can cast to gain Heat for 2 turns.
- Thermoarcanic Gloves: whenever you deal Fire damage, you gain 2 turns of Heat.
- Thermodynamo Axe: whenever you deal damage with this weapon, you gain 2 turns of Heat.
Luminous set[edit | edit source]
The Luminous set is a set of equipment that inflicts when the wearer deals Radiant damage. Synergizes with radiant set.
- Coruscation Ring: when the wearer deals spell damage while illuminated by a light source, they also inflict Radiating Orb upon the target for 2 turns.
- Fabricated Arbalest: fire an Illuminating Shot which deals 1 turn of Radiating Orb upon the target.
- Luminous Armour: when the wearer deals Radiant damage, they cause a Radiant Shockwave, which inflicts 2 turns of Radiating Orb.
- Luminous Gloves: when the wearer deals Radiant damage, the target receives 2 turns of Radiating Orb.
- The Sacred Star: on a hit, inflict 1 turn of Radiating Orb upon the target.
Obscured set[edit | edit source]
Obscured is a set of equipment that primarily benefits from the wearer or their target being lightly or heavily obscured. It overlaps somewhat with the Dark Justiciar Set, but items from that list are not duplicated here.
- Covert Cowl : makes the wearer's critical hits more likely when they are obscured.
- Knife of the Undermountain King : Gives advantage on attack rolls against obscured targets.
- Least Expected : increases attack rolls while obscured.
- Penumbral Armour : provides a +3 bonus to stealth checks while obscured.
- Ring of Twilight : provides a +1 bonus to armour class while obscured.
- Shadeclinger Armour : grants advantage on saving throws while obscured.
- Shadow Blade (weapon) : grants the wielder advantage on attacks against obscured targets.
- Shadow-Cloaked Ring : causes the wearer's weapon and unarmed attacks to deal an additional 1d4 damage against obscured creatures.
- The Shadespell Circlet : grants a +1 bonus spell save DC when the wearer is obscured .
Reverberation set[edit | edit source]
The Reverberation set are items which inflict or interact with . Synergizes with items from the Thunder set, which are not duplicated here.
- Boots of Stormy Clamour: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of .
- Gloves of Belligerent Skies: When the wielder deals Radiant, Lightning, or Thunder damage, apply 2 turns of to the target(s).
- Ring of Spiteful Thunder: When the wearer deals Thunder damage to a creature, it becomes unless it succeeds a Constitution Saving Throw.
- Spineshudder Amulet: When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of on the target(s).
- Thunderskin Cloak: When a creature with deals damage to the wearer, the creature needs to make a Constitution Saving Throw or become .
Sparkstruck set[edit | edit source]
The Sparkstruck set consists of of items which grant or interact with Lightning Charges. Synergizes with items from the Lightning set, which are not duplicated here.
- 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 Joltshooter: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
- The Jolty Vest: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a Dexterity Saving Throw or become .
- 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 3 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, and attacks against metal constructs and foes wearing metal armour gain Advantage.
- The Sparkswall: Shields the wearer from Lightning, giving Lightning Resistance. This item is useful with the The Watersparkers as it enables the wearer to stand in water and not be affected by the lightning effect added to the puddle.
- The Sparky Points: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
- The Speedy Lightfeet: When the wearer dashes or takes a similar action in combat, they gain 3 Lightning Charges.
- The Spellsparkler: When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges.
- The Watersparkers: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.
Wrath set[edit | edit source]
The Wrath set is a set of equipment that generates , a stacking condition that grants up to +7 melee damage bonus.
- Bloodguzzler Garb: when an enemy damages the wearer, the wearer gains Wrath for 1 turn.
- Cap of Wrath: during combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turn.
- Enraging Heart Garb: while Raging, the wearer generates 2 turns of Wrath.
- Linebreaker Boots: when the wearer Dash or takes a similar action during combat, they gain Wrath for 2 turns.
Absolute set[edit | edit source]
The Absolute set is a set of armour and equipment themed around the Cult of the Absolute. They provide bonuses to characters who bear the Brand of the Absolute.
- Absolute's Protector: reduces damage from spells by one for users bearing the mark of the Absolute.
- Absolute's Talisman: grants advantage on death saving throws for users bearing the mark of the Absolute.
- Absolute's Warboard: +1 to saving throws to users bearing the mark of the Absolute.
- Gloves of Power: inflicts Bane on a melee hit if the user bears the mark of the Absolute.
- Ring of Absolute Force: cast Thunderwave and deal +1 Thunder damage if the user bears the mark of the Absolute.
- Vision of the Absolute: Blind targets that fail a Dexterity saving throw. Deals an additional 2d6Piercing to certain creatures that sport multiple sets of eyes.
Bardic Inspiration set[edit | edit source]
The Bardic Inspiration set is a set of equipment which grant bonuses when using the bardic skill Bardic Inspiration.
- Blazer of Benevolence: when you inspire an ally using Bardic Inspiration, you gain 4 temporary hit points.
- Boots of Brilliance: play your instrument to restore one of your Bardic Inspiration slots (Recharge: Long Rest).
- Cap of Curing: when you inspire an ally using Bardic Inspiration, they also regain 1d6 hit points.
- Wondrous Gloves: gain one more use of Bardic Inspiration.
Bhaalist set[edit | edit source]
The Bhaalist Set is a set of Unholy Assassin gear. These items provide the user myriad benefits, including piercing vulnerability aura, ability to use Garrotte, and inflict bleeding.
Blackguard set[edit | edit source]
The Blackguard equipment is a set of armour themed around Oathbreaker Paladins that grants various bonuses.
- Blackguard's Gauntlets
- Blackguard's Greaves
- Blackguard's Plate
- Blackguard's Sword
- Shield of the Undevout
Bonespike set[edit | edit source]
Bonespike is a set of equipment that provides useful bonuses for unarmoured, physical hitters such as the Barbarian class, or while Raging. They have no proficiency requirements.
- Bonespike Boots: grants +1 to AC and saving throws while the user is not wearing armour or using a shield.
- Bonespike Garb: grants temporary hit points while using Rage.
- Bonespike Gloves: the wearer's attacks ignore Resistance to physical damage.
- Bonespike Helmet: possibly deals Psychic damage to nearby creatures when the wearer uses Rage.
Ceremonial weapons[edit | edit source]
Ceremonial weapons are weapons used in the quest Find the Blood of Lathander. They are Uncommon versions of their respective weapon types with a +1 Enchantment and no other special effects. They also glow when placed upon the corresponding ceremonial pedestal.
Dark Justiciar set[edit | edit source]
The Dark Justiciar equipment is a set of armour themed after Shar's Dark Justiciars. Their bonuses revolve around being obscured.
Discoverable[edit | edit source]
These Dark Justiciar equipment pieces are significantly weaker but can be discovered around the world.
- Damaged Dark Justiciar Armour
- Dark Justiciar Gauntlets (Uncommon)
- Dark Justiciar Half-Plate (Rare)
- Dark Justiciar Helm
- Dark Justiciar Helmet
- Dark Justiciar Mail
- Dark Justiciar Mask
- Justiciar's Greatshield
- Justiciar's Scimitar
Pristine[edit | edit source]
These pieces are pristine and have more powerful effects, but can only be received by becoming a Dark Justiciar.
Helldusk set[edit | edit source]
Helldusk armour is a set of equipment that revolves around resisting and dealing Fire damage. It is forged from Infernal Iron.
Flawed[edit | edit source]
The Flawed variants of the Helldusk set can be produced by Dammon, who apprenticed under Carixim, if he is given Infernal Iron.
Perfect[edit | edit source]
The perfect variants of the Helldusk set are originals produced by Carixim. They have more powerful effects but are harder to acquire.
Homing weapons[edit | edit source]
Homing weapons and armour return after being Thrown.
Kushigo set[edit | edit source]
Kushigo is a set of equipment. Kushigo equipment generally boosts unarmed and unarmoured characters, such as those classed into Monk.
- Armour of Uninhibited Kushigo
- Boots of Uninhibited Kushigo
- Gloves of Uninhibited Kushigo
- Hat of Uninhibited Kushigo
Low HP set[edit | edit source]
The Low HP set is a group of equipment that benefits from having a small number of hit points and items that damage the wielder to more easily reach those low HP values. The self-burn from the Heat Set also helps lower HP. Note that temporary hit points is not factored in to the activation conditions of these items.
- After Death Do Us Part: Rise at half hit points when , but be cursed with .
- Blooded Greataxe: Deal an additional 1d4Slashing when you have 50% hit points or less.
- Cap of Wrath: Gain 2 stacks of when starting a turn with 50% hit points or less.
- Comeback Handaxe: Returns to the wielder when thrown, dealing 1d6 + 1Slashing damage to the thrower.
- Glowing Shield: Gain 8 temporary hit points when you take damage while below 50% hit points once per short rest.
- Helmet of Grit: Gain an additional Bonus action when starting a turn with 50% hit points or less.
- Horns of the Berserker: Unarmed and melee weapon attacks deal an additional 2Necrotic damage if the wearer is not at full hp.
- Loviatar's Scourge: Deal an additional 1d6Necrotic damage to nearby creatures, including yourself. Grants Necrotic Resistance.
- Martial Exertion Gloves: May use once per short rest.
- Moondrop Pendant: The wearer does not provoke opportunity attacks when at 50% or less hit points.
- Nyrulna: Deals an extra 1d6Thunder. Deals an additional 3d4Thunder in a radius when thrown, possibly damaging yourself.
- Ritual Axe: Chance to inflict on hit. Deal 1d6Piercing to yourself if you have 25% or more HP.
- Ritual Dagger: May use once per turn.
- Rupturing Blade: May use the weapon action once per short rest.
- Spurred Band: Gain 1 stack of when starting a turn with 50% hit points or less.
- The Oak Father's Embrace: Beasts that hit the wearer deal an additional 1d6Radiant damage.
- The Watersparkers: Standing in water turns it into Electrified Water, which will damage the wearer.
- True Love's Embrace: Cast on an ally wearing True Love's Caress.
- Viconia's Walking Fortress: Cast once per long rest.
Relics of Deep Duerra's rebellious children[edit | edit source]
The Relics of Deep Duerra's rebellious children is set of equipment with a connection to the duergar goddess Deep Duerra and the rebellion her children started in order to escape her control.
- Cloak of Cunning Brume
- Covert Cowl
- Eversight Ring
- Hammergrim Mist Amulet
- Least Expected
- Penumbral Armour
- Shadow Blade Ring
- The Shadespell Circlet
Soul set[edit | edit source]
Soul is a set of equipment that primarily benefits those classed into Monk, with improvements to unarmed attacks.
Unwanted set[edit | edit source]
The Unwanted set is a set of masterwork armour.
Weave set[edit | edit source]
The Weave Set is a set that boosts its wearer's spell-related rolls through Arcane Enchantment: gain bonus to Spell Save DC and spell attack rolls. Previously worn by wizard Tenser and Edith Cluckle.