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Force set

From bg3.wiki
Revision as of 01:44, 16 October 2024 by Stratact (talk | contribs)

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

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

Wulbren's Hammer

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

Harper Sacredstriker

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

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

Amulets
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.