Ad placeholder

Force set: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(12 intermediate revisions by the same user not shown)
Line 7: Line 7:
|-
|-
|{{Image rarity item|Sethan}}
|{{Image rarity item|Sethan}}
|[[Weapons]] ([[Greataxes|Greataxe]])
|[[Weapons|Weapon]] ([[Greataxes|Greataxe]])
|{{SpellAction|Spiritual Weapon|level = 6|recharge = long rest}}
|{{SpellAction|Spiritual Weapon|level = 6|recharge = long rest}}
|-
|-
|{{Image rarity item|Halberd of Vigilance}}
|{{Image rarity item|Halberd of Vigilance}}
|[[Weapons]] ([[Halberds|Halberd]])
|[[Weapons|Weapon]] ([[Halberds|Halberd]])
|
|
*Deal an additional {{DamageText|1d4|Force}} damage.
*Deal an additional {{DamageText|1d4|Force}} damage.
{{Passive|Sentinel Weapon}}
{{Passive|Sentinel Weapon}}
{{Passive|Adroit Reflexes}}
{{Passive|Adroit Reflexes}}
|-
|{{Image rarity item|The Skinburster}}
|[[Weapons|Weapon]] ([[Halberds|Halberd]])
|{{Passive|Skinburster Force}}
|-
|{{Image rarity item|Ne'er Misser}}
|[[Weapons|Weapon]] ([[Hand Crossbows|Hand Crossbow]])
|
* Attacks deal {{DamageType|Force}} instead of {{DamageType|Piercing}} damage.
{{SpellAction|Magic Missile|level = 3|recharge = long rest}}
|-
|{{Image rarity item|Crossbow of Arcane Force}}
|[[Weapons|Weapon]] ([[Heavy Crossbows|Heavy Crossbow]])
|{{WeaponAction|Arcane Ammunition}}
|-
|-
|{{Image rarity item|Wulbren's Hammer}}
|{{Image rarity item|Wulbren's Hammer}}
|[[Weapons]] ([[Light Hammers|Light Hammer]])
|[[Weapons|Weapon]] ([[Light Hammers|Light Hammer]])
|
|
* Deal an additional {{DamageText|2d4|Force}} damage to constructs and objects (unlisted)
* Deal an additional {{DamageText|2d4|Force}} damage to constructs and objects (unlisted)
|-
|{{Image rarity item|Breaching Pikestaff}}
|[[Weapons|Weapon]] ([[Pikes|Pike]])
|
* Deal an additional {{DamageText|1d4|Force}} damage.
|-
|-
|{{Image rarity item|Harper Sacredstriker}}
|{{Image rarity item|Harper Sacredstriker}}
|[[Weapons]] ([[Quarterstaves|Quarterstaff]])
|[[Weapons|Weapon]] ([[Quarterstaves|Quarterstaff]])
|{{SpellAction|Spiritual Weapon|level = 6|recharge = long rest}}
|{{SpellAction|Spiritual Weapon|level = 6|recharge = long rest}}
|-
|{{Image rarity item|Faithbreaker}}
|[[Weapons|Weapon]] ([[Warhammers|Warhammer]])
|{{WeaponAction|Absolute Power}}
|-
|-
|{{Image rarity item|Swires' Sledboard}}
|{{Image rarity item|Swires' Sledboard}}
Line 46: Line 69:
|-
|-
|{{Image rarity item|Rippling Force Mail}}
|{{Image rarity item|Rippling Force Mail}}
|[[Armour]] ([[Heavy Armour#List of heavy armour|Heavy Armour]])
|[[Armour]] ({{HeavyArmour}})
|{{Passive|Force Absorption}}
|{{Passive|Force Absorption}}
|-
|-
Line 78: Line 101:
|-
|-
|{{Image rarity item|Psychic Spark}}
|{{Image rarity item|Psychic Spark}}
|[[Amulets]]
|[[Amulet]]
|{{SpellAction|Magic Missile|level = 1|recharge = long rest}}
|{{SpellAction|Magic Missile|level = 1|recharge = long rest}}
{{Passive|Psychic Missiles}}
{{Passive|Psychic Missiles}}

Latest revision as of 23:37, 27 October 2024

The Force set is a set of equipment that helps the user deal Damage TypesForce damage and gain the Force Conduit Force Conduit condition.

Force Set
Name Type Effect

Sethan

Weapon (Greataxe)
Spiritual Weapon Spiritual Weapon ()
Cast as a level 6 spell ( Recharge: Long rest.)

Halberd of Vigilance

Weapon (Halberd)
  • Deal an additional 1d4Damage TypesForce damage.
Sentinel Weapon
Gain a +1 bonus to Initiative rolls and Advantage Icon.png Advantage on Perception Ability Checks.
Adroit Reflexes
When you make an Attack roll as a Reaction, you make it with Advantage Icon.png Advantage.

The Skinburster

Weapon (Halberd)
Skinburster Force
When the wielder deals melee damage with this weapon, they gain 2 turns of Force Conduit Force Conduit.

Ne'er Misser

Weapon (Hand Crossbow)
Magic Missile Magic Missile ()
Cast as a level 3 spell ( Recharge: Long rest.)

Crossbow of Arcane Force

Weapon (Heavy Crossbow)
Arcane Ammunition Arcane Ammunition ()

Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1d4Damage TypesForce damage.


Wulbren's Hammer

Weapon (Light Hammer)
  • Deal an additional 2d4Damage TypesForce damage to constructs and objects (unlisted)

Breaching Pikestaff

Weapon (Pike)
  • Deal an additional 1d4Damage TypesForce damage.

Harper Sacredstriker

Weapon (Quarterstaff)
Spiritual Weapon Spiritual Weapon ()
Cast as a level 6 spell ( Recharge: Long rest.)

Faithbreaker

Weapon (Warhammer)
Absolute Power Absolute Power ()

A surge of Divine energy accompanies your swing. It deals an additional 1d6Damage TypesForce damage and possibly pushes your target back 5 m / 17 ft.


Swires' Sledboard

Shield
Shield Blow Shield Blow ()

When a foe hits you with a melee attack, you can use your reaction, to knock it Prone Prone unless they succeed a Dexterity saving throw.

Shield Conduit
The shield shrouds the wearer with Force Conduit Force Conduit at the start of its turn in combat.

Viconia's Walking Fortress

Shield
Bulwark Rebuke Bulwark Rebuke ()

When a foe hits you with a melee attack, deal it 2d4Damage TypesForce and possibly knock it Prone Prone.

Reflective Shell Reflective Shell ()

A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.

Warding Bond Warding Bond ()
Cast as a level 2 spell ( Recharge: Long rest.)
Spellguard
You gain Advantage Icon.png Advantage on Saving throws against spells. Spell Attack Rolls against you have Disadvantage Icon.png Disadvantage.

Garb of the Land and Sky

Clothing
Mountainous Poise
While using Patient Defence Patient Defence, you also benefit from the effect of Blade Ward Blade Ward.
Breezeswift Speed
While using Step of the Wind Step of the Wind, your next Attack roll has Advantage Icon.png Advantage and deals an additional 1d8Damage TypesForce damage.

Rippling Force Mail

Armour ( Heavy armour)
Force Absorption
Gain 2 turns of Force Conduit Force Conduit when taking Damage TypesSlashing, Damage TypesPiercing, or Damage TypesBludgeoning damage.

Craterflesh Gloves

Handwear (Non-Armour)
Craterous Wounds
Whenever you score a Critical Hit, deal an additional 1d6Damage TypesForceDRS damage.

Gauntlet of the Tyrant

Handwear (Non-Armour)
Command Command ()
Cast as a level 3 spell ( Recharge: Long rest.)
Enervating Suffusion
Your unarmed attacks deal an additional 1d4Damage TypesForce damage.
High Spellcasting
You gain a +1 bonus to Spell Save DC.

Gloves of Soul Catching

Handwear (Non-Armour)
Soul Fist
Your unarmed attacks deal an additional 1d10Damage TypesForce damage.
Soul Catching
Once per turn, on an unarmed hit, you regain 10hit points. Alternatively, you may forego healing to gain Advantage Icon.png Advantage on Attack rolls and Saving throws until the end of your next turn.

Servitor of the Black Hand Gloves

Handwear (Non-Armour)
Fear Fear ()
Cast as a level 3 spell ( Recharge: Long rest.)
Enervating Suffusion
Your unarmed attacks deal an additional 1d4Damage TypesForce damage.

Stalker Gloves

Handwear (Non-Armour)
Seldom Caught Unawares
You gain a +1 bonus to Initiative rolls Initiative rolls.
Skullduggery Attack
Your Sneak Attack Sneak Attack deals an additional 1d4Damage TypesForceDRS damage.

Psychic Spark

Amulet
Magic Missile Magic Missile ()
Cast as a level 1 spell ( Recharge: Long rest.)
Psychic Missiles
Shoot an additional dart whenever you cast Magic Missile Magic Missile.