The Gish (hybrid) set comprises of equipment that benefits both spellcasters and martial characters. Items that boost
Initiative, Critical hit, off-hand attacks, all attack rolls (thereby including the Sparkstruck set), and grant advantage to all attacks are part of this set, but are not duplicated here.
Name
|
Slot
|
Effect
|

Band of the Mystic Scoundrel
|
Ring
|
- Illusion Quickening
- After hitting a creature with a weapon attack, you can cast illusion or enchantment spells as a
Bonus action.
|

Callous Glow Ring
|
Ring
|
- Callous Glow
- The wearer deals an additional 2 points of
Radiant[See: Bugs] damage against creatures that are illuminated.
|

Daredevil Gloves
|
Gloves (Non-Armour)
|
- Doom Lobber
- The wearer gains a +1 bonus to Spell Attack Rolls.
Daredevil Proximity- Your Ranged Spell Attacks are made as melee spell attacks when you are adjacent to a hostile creature. This effect can be toggled off.
|

Diadem of Arcane Synergy
|
Headgear (Non-Armour)
|
- Synergetic Moments
- When you inflict a condition, gain
Arcane Synergy for 2 turns.[See: Bugs]
|

Ironwood Club
|
Main Hand Melee (Club)
|
|

Ironvine Shield
|
Off-Hand Melee (Shield)
|
- Ironvine
- While the wielder is holding a weapon empowered with
Shillelagh, and when they are hit by a melee attack, the attacker takes Piercing Damage equal to the wielder's Wisdom modifier.
|

Elven Chain
|
Armour (Medium Armour)
|
- Elven Chain
- You are considered Proficient with this armour while wearing it.
- Elven Agility
- The wearer has a +2 bonus to Initiative Rolls and
Advantage on Dexterity Saving throws.
|

Gauntlet of the Tyrant
|
Gloves (Non-Armour)
|
Command ( + )
- Cast as a level 3 spell (
Recharge: Long rest.)
- Enervating Suffusion
- Your unarmed attacks deal an additional 1d4
Force damage.
- High Spellcasting
- You gain a +1 bonus to Spell Save DC.
|

Gloves of Baneful Striking
|
Gloves (Non-Armour)
|
- Baneful Strike
- Whenever you deal damage with a weapon attack, the target receives a
-1d4 penalty to its Saving throw against your next spell.
|

Gloves of Battlemage's Power
|
Gloves (Non-Armour)
|
- Battlemage's Power
- Whenever your Weapon
Attack roll inflicts a condition, you gain Arcane Acuity.
|

Hat of Uninhibited Kushigo
|
Headgear (Non-Armour)
|
- Lay Bare Their Weakness
- After dealing damage with an unarmed attack, the wearer gains a +1 bonus to their spell save DC until the end of their turn.
|

Helldusk Armour
|
Armour (Heavy Armour)
|
Fly ( )
- Cast as a level 3 spell (
Recharge: Long rest.)
- Helldusk Armour
- You are considered Proficient with this armour while wearing it.
- Infernal Retribution
- When you succeed a
Saving throw, the caster receives Burning for 3 turns.
- Prime Aegis of Fire
- You have Resistance to
Fire damage and cannot be Burned. You take 3 less damage from all sources.
|

Helmet of Arcane Acuity
|
Headgear (Light Armour)
|
- Battle Acuity
- Whenever you deal damage with a weapon attack, you gain
Arcane Acuity for 2 turns.
|

Ring of Arcane Synergy
|
Ring
|
- Synergetic Cantrips
- When you deal damage with a Cantrip, you gain
Arcane Synergy for 2 turns.
|

Ring of Elemental Infusion
|
Ring
|
- Elemental Infusion
- When you deal
Acid, Cold, Fire, Lightning, or Thunder damage using a Spell or a Cantrip, that element infuses your weapon.
Until the end of your next turn, you deal an additional 1d4 damage of that element on your first successful weapon attack.
|

Sorrow
|
Main Hand Melee (Glaive)
|
Sorrowful Lash ( )
- Cast as a cantrip (
Recharge: Per turn.)
|

Strange Conduit Ring
|
Ring
|
- Strange Conduit
- When Concentrating on a spell, the wearer's weapon attacks deal an additional 1d4
Psychic damage.
|

Vivacious Cloak
|
Cloak
|
- Arcane Vivaciousness
- You gain
8 temporary hit points after casting a spell while in melee.
|