The Low HP set is a group of equipment that benefits from having a small number of hit points and includes 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.
Name
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Slot
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Effect
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After Death Do Us Part
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Ring
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- After Death Do Us Part
- When the wearer is Downed, they rise once more with half their Hit Points restored, but are gripped by Shadow Possession.
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Blooded Greataxe
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Main Hand Melee (Greataxe)
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- Relentless Revenge
- When the wielder has 50% hit points or less, they deal an additional 1d4Slashing damage.
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Cap of Wrath
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Headgear (Non-Armour)
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- Last Stand
- During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turns.
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Comeback Handaxe
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Main Hand Melee (Handaxe)
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- Returns to the wielder when thrown.
- Deals 1d6 + 1Slashing to the thrower on return.
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Glowing Shield
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Off-Hand Melee (Shield)
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- Loving Protection
- Once per Short Rest, if you are below 50% Hit Points and take damage, you gain 8 temporary hit points.
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Helmet of Grit
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Headgear (Light Armour)
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- Grit
- When the wearer has 50% Hit Points or less, they have an additional Bonus action.
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Horns of the Berserker
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Headgear (Non-Armour)
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- Seeking Blood
- You gain a +2 bonus to Attack rolls when attacking creatures that have already taken damage.
- Blood Thirst
- Unarmed and melee attacks will deal an extra 2Necrotic damage as long as you don't have your full health. If you don't deal any damage this turn, you will take 1d4Necrotic damage at the end of your turn.
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Loviatar's Scourge
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Main Hand Melee (Mace)
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- Willing Whip
- Grants Resistance to Necrotic, and deals additional 1d6Necrotic damage to everyone nearby including the wielder.
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Martial Exertion Gloves
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Handwear (Non-Armour)
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- Martial Exertion
- Push past your physical limits, taking 6d6Piercing damage to gain an additional attack per turn and to double your movement speed. ( Recharge: Short rest.)
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Moondrop Pendant
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Amulet
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- Writhing Dance
- When the wearer has 50% hit points or less, they don't provoke Attacks of Opportunity.
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Nyrulna
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Main Hand Melee (Trident)
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- Deals an extra 1d6Thunder.
- Zephyr Connection
- This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3d4Thunder damage in a 6 m / 20 ft blast centered on the target.
- Veil of the Wind
- You gain a + 3 m / 10 ft bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage.
- Nyrulna: Glowing
- This object shines with a glowing light in a radius of 6 m / 20 ft.
- Zephyr Flash ()
Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding.
- Zephyr Break ()
Zephyr Break imitates the effects of the spell Gust of Wind while dealing thunder damage.
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Ritual Axe
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Main Hand Melee (Handaxe)
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- The Scourge Mistress' Bane
- Chance to inflict upon the target a 1d4 penalty to Attack rolls and Saving throws. If the attacker still has 25% or more hit points, they take 1d6Piercing themselves.
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Ritual Dagger
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Main Hand Melee (Dagger)
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- The Pain Maiden's Blessing
- After a successful attack with this dagger, the wielder receives a +1d4 bonus to Attack Rolls and Saving Throws until the end of their next turn.
- Blood Sacrifice ()
Pain is a path to power. Take 1d4Slashing damage to receive +1d4 bonus to Attack rolls and Saving throws.
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Rupturing Blade
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Main Hand Melee (Rapier)
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- Searing Blood ()
Cut into an enemy, dealing an extra proficiency bonusFire and 1d6Fire damage to them, while you yourself take 1d6Slashing damage. Additionally, the attack might cause the target to Bleed and Burn.
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Spurred Band
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Ring
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- Frantic Urgency
- During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Momentum for 1 turn.
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The Oak Father's Embrace
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Armour (Medium Armour)
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- Order of Nature
- Undead creatures that hit the wearer receive 1d6Radiant. Beasts that hit the wearer deal an additional 1d6Radiant.
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The Watersparkers
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Footwear (Non-Armour)
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- Electrify Water
- When the wearer stands in Water during combat, it becomes Electrified Water.
- Watersparks
- If the wearer starts their turn on an Electrified Water surface, they gain 3 Lightning Charges.
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True Love's Embrace
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Ring
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- Intimate Embrace
- One of a magical pair of rings, this allows the wearer to cast Warding Bond once per Long Rest on a creature wearing the matching ring.
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Viconia's Walking Fortress
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Off-Hand Melee (Shield)
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- Bulwark Rebuke ()
When a foe hits you with a melee attack, deal it 2d4Force and possibly knock it Prone.
- Reflective Shell ()
A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.
- Warding Bond ()
- Cast as a level 2 spell ( Recharge: Long rest.)
- Spellguard
- You gain Advantage on Saving throws against spells. Spell Attack Rolls against you have Disadvantage.
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