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List of equipment sets: Difference between revisions
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* {{MdRarityItem|Emblazoned Plate of the Marshal}}: Cast [[Fire Shield]] once per long rest. | * {{MdRarityItem|Emblazoned Plate of the Marshal}}: Cast [[Fire Shield]] once per long rest. | ||
* {{MdRarityItem|Mourning Frost}}: when the wearer deals {{damage color|Cold}} damage, they deal 1 more {{damage color|Cold}} damage and can also inflict [[Chilled (Condition)|Chilled]] on the target(s). | * {{MdRarityItem|Mourning Frost}}: when the wearer deals {{damage color|Cold}} damage, they deal 1 more {{damage color|Cold}} damage and can also inflict [[Chilled (Condition)|Chilled]] on the target(s). | ||
* {{MdRarityItem|Cold Snap}}: Deal d4 {{damage color|Cold}} damage on hit. Inflict [[Chilled (Condition)|Chilled]] when a creature misses you with an attack. | |||
* {{MdRarityItem|Robe of Summer}}: [[Resistance]] to {{damage color|Cold}} damage. | * {{MdRarityItem|Robe of Summer}}: [[Resistance]] to {{damage color|Cold}} damage. | ||
* {{MdRarityItem|Snow-Dusted Monastery Gloves}}: unarmed attacks deal {{damage color|Cold}} damage, can cast {{SAI|Ice Knife}} spell. | * {{MdRarityItem|Snow-Dusted Monastery Gloves}}: unarmed attacks deal {{damage color|Cold}} damage, can cast {{SAI|Ice Knife}} spell. |
Revision as of 16:49, 14 September 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
Elemental set
The elemental set confers bonuses when dealing elemental (Acid, Cold, Fire, Lightning, or Thunder) damage or adds additional elemental damage. Many items benefit from using a mix of spell and weapon attacks.
It consists of the following pieces:
- 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.
- Flail of Ages: Inflicts conditions when Acid, Cold, or Fire damage is dealt.
- Creation's Echo: Become resistant to an element after dealing its associated damage.
- Markoheshkir: Cast Kereska's Favour once per short rest.
- Drakethroat Glaive: Cast Draconic Elemental Weapon once per long 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
The Acid set is a set of equipment that helps the user deal or resist Acid damage. It consists of the following pieces:
- Caustic Band: your weapon attacks also deal 2 Acid damage.
- Ichorous Gloves: when the wearer deals Acid damage, they also inflict Noxious Fumes on the target(s).
- Fleshmelter Cloak: whenever a creature deals melee damage to the wearer, that creature takes 1d4 Acid damage.
- Varsh Ko'kuu's Boots: acidic Surfaces don't affect you, and you are Resistant to Acid damage.
- Melf's First Staff: Cast Melf's Acid Arrow once per long rest.
- Corrosive Flail: Use Corrosive Strike once per short rest.
Cold set
The cold set is a set of equipment that helps the user deal or resist Cold damage.
- Absolute's Protector: Cast Fire Shield: Chill once per long rest.
- Coldbrim Hat: applying any condition can apply Encrusted with Frost (Condition).
- Frost Prince: can cast Ice Knife spell.
- Hoarfrost Boots: cannot fall Prone (Condition) while traversing icy terrain.
- Icebite Robe: Reistance to Cold damage and cast Armour of Agathys.
- Emblazoned Plate of the Marshal: Cast Fire Shield once per long rest.
- Mourning Frost: when the wearer deals Cold damage, they deal 1 more Cold damage and can also inflict Chilled on the target(s).
- Cold Snap: Deal d4 Cold damage on hit. Inflict Chilled when a creature misses you with an attack.
- Robe of Summer: Resistance to Cold damage.
- 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.
- Winter's Clutches: Cold damage inflicts 2 turns of Encrusted with Frost upon the target(s).
Fire / Heat set
The Heat Set is a set of equipment that helps the user with Heat (Condition), or with dealing or receiving Fire damage.
- 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.
- Gloves of Flint and Steel: when the wearer deals Fire damage, the target has to succeed a Constitution saving throw or start Burning.
- Helldusk Helmet: deal an additional 2d8 Fire damage against Burning (Condition) creatures.
- Hellfire Greataxe: whenever you deal damage with this weapon, you gain 2 turns of Heat.
- Infernal Robe: cast as a level 4 spell. Also grants resistance to Fire damage.
- 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.
- 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.
Lightning / Sparkstruck set
The Lightning set mainly consists of of Sparkstruck items which grant or interact with Lightning Charges, and a few more which help deal or resist Lightning damage.
- Markoheshkir: When the wielder deals spell damage with the Bolts of Doom variant of Kereska's Favour active, they gain 2 Lightning Charge.
- 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 Jolty Vest: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a Dexterity Saving Throw or become .
- The Joltshooter: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
- 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 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 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 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 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 Watersparkers: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.
Radiant
The Luminous set is a set of equipment that inflicts when the wearer deals Radiant damage.
- Callous Glow Ring: wearer deals an additional 2 points of Radiant damage against creatures that are illuminated.
- 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 1 turn of Radiating Orb.
- The Sacred Star: on a hit, inflict 1 turn of Radiating Orb upon the target.
Poison
The Poisoner's set is a set of equipment that helps the user do Poison damage.
- Broodmother's Revenge: whenever the wearer is healed, their weapon becomes coated in magic and deals an additional 1d6 Poison.
- Derivation Cloak: heal for 1d4 Healing when Poisoning a foe.
- 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.
Thunder / Reverberation set
The Reverberation set are items which inflict or interact with .
- 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).
- Markoheshkir: Grants which can grant : When you deal spell damage, inflict 2 turns of upon the target.
- Ring of Absolute Force: If the wearer bears the Absolute's brand, they deal 1 additional Thunder damage.
- 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 .
Absolute set
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
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
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
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
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
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
The Dark Justiciar equipment is a set of armour themed after Shar's Dark Justiciars. Their bonuses revolve around being obscured.
Discoverable
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
These pieces are pristine and have more powerful effects, but can only be received by becoming a Dark Justiciar.
Healing set
The Healing set is a set of equipment that increases the effects of healing and offers bonuses when you heal/are healed.
- Boots of Aid and Comfort
- Hellrider's Pride
- Ring of Salving
- The Reviving Hands
- The Whispering Promise
- Wapira's Crown
Helldusk set
Helldusk armour is a set of equipment that revolves around resisting and dealing Fire damage. It is forged from Infernal Iron.
Flawed
The Flawed variants of the Helldusk set can be produced by Dammon, who apprenticed under Carixim, if he is given Infernal Iron.
Perfect
The perfect variants of the Helldusk set are originals produced by Carixim. They have more powerful effects but are harder to acquire.
Homing weapons
Homing weapons and armour return after being Thrown.
Kushigo set
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
Obscured set
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.
- Least Expected : increases attack rolls while obscured.
- Knife of the Undermountain King : Gives advantage on attack rolls against obscured targets.
- 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 .
Relics of Deep Duerra's rebellious children
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
Soul is a set of equipment that primarily benefits those classed into Monk, with improvements to unarmed attacks.
Unwanted set
The Unwanted set is a set of masterwork armour.
Weave set
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.
Wrath set
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.