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List of equipment sets: Difference between revisions

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=== Elemental set ===
=== Elemental set ===
{{main|Elemental set}}
{{main|Elemental set}}
The elemental set confers bonuses when dealing elemental ({{DamageType|Acid}}, {{DamageType|Cold}}, {{DamageType|Fire}}, {{DamageType|Lightning}}, or {{DamageType|Thunder}}) damage or adds additional elemental damage. Many items benefit from using a mix of spell and weapon attacks.
The elemental set confers bonuses when dealing elemental ({{DamageType|Acid}}, {{DamageType|Cold}}, {{DamageType|Fire}}, {{DamageType|Lightning}}, or {{DamageType|Thunder}}) damage or adds additional elemental damage. As such, this set synergizes with items from the [[Acid set]], [[Cold set]], [[Fire set]], [[Lightning set]], and [[Thunder set]], which are not duplicated here. Many items benefit from using a mix of spell and weapon attacks.


It consists of the following pieces:  
It consists of the following pieces:  
* {{MdRarityItem|Amulet of Elemental Torment}}: When the wearer stands in certain surfaces and casts a spell that deals damage, the target also suffers the surface's effects.
* {{MdRarityItem|Amulet of Elemental Torment}}: When the wearer stands in certain surfaces and casts a spell that deals damage, the target also suffers the surface's effects.
* {{MdRarityItem|Boots of Elemental Momentum}}: grants {{cond|Momentum}} whenever the wearer deals elemental damage with a spell or cantrip.
* {{MdRarityItem|Boots of Elemental Momentum}}: Grants {{cond|Momentum}} whenever the wearer deals elemental damage with a spell or cantrip.
* {{MdRarityItem|Cloak of Elemental Absorption}}: allows the wearer to absorb a small amount of magical damage, and add it to their next weapon attack.  
* {{MdRarityItem|Cloak of Elemental Absorption}}: Allows the wearer to absorb a small amount of magical damage, and add it to their next weapon attack.  
* {{MdRarityItem|Cloak of the Weave}}: allows the wearer to absorb a small amount of magical damage, and add it to their next weapon attack.  
* {{MdRarityItem|Cloak of the Weave}}: Allows the wearer to absorb a small amount of magical damage, and add it to their next weapon attack.  
* {{MdRarityItem|Creation's Echo}}: Become resistant to an element after dealing its associated damage.
* {{MdRarityItem|Creation's Echo}}: Become resistant to an element after dealing its associated damage.
* {{MdRarityItem|Drakethroat Glaive}}: Cast [[Draconic Elemental Weapon]] once per long rest.
* {{MdRarityItem|Drakethroat Glaive}}: Cast [[Draconic Elemental Weapon]] once per long rest.
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* {{MdRarityItem|Markoheshkir}}: Cast [[Kereska's Favour]] once per short rest.
* {{MdRarityItem|Markoheshkir}}: Cast [[Kereska's Favour]] once per short rest.
* {{MdRarityItem|Necklace of Elemental Augmentation}}: adds the Spellcasting Modifier to the damage when the wearer uses elemental damage with a cantrip.  
* {{MdRarityItem|Necklace of Elemental Augmentation}}: adds the Spellcasting Modifier to the damage when the wearer uses elemental damage with a cantrip.  
* {{MdRarityItem|Ring of Elemental Infusion}}: adds elemental damage to the wearer's next weapon attack, after dealing elemental damage with a spell.<br />
* {{MdRarityItem|Ring of Elemental Infusion}}: Adds elemental damage to the wearer's next weapon attack, after dealing elemental damage with a spell.<br />


=== Acid set ===
=== Acid set ===
{{main|Acid set}}
{{main|Acid set}}
The Acid set is a set of equipment that helps the user deal or resist {{DamageType|Acid}} damage. It consists of the following pieces:  
The Acid set is a set of equipment that helps the user deal or resist {{DamageType|Acid}} damage. Syngerizes with items from the [[Elemental set]], which are not duplicated here. It consists of the following pieces:  


* {{MdRarityItem|Caustic Band}}: your weapon attacks also deal {{damage color|Acid|2 Acid}} damage.
* {{MdRarityItem|Caustic Band}}: Your weapon attacks also deal {{damage color|Acid|2 Acid}} damage.
* {{MdRarityItem|Corrosive Flail}}: Use [[Corrosive Strike]] once per short rest.
* {{MdRarityItem|Corrosive Flail}}: Use [[Corrosive Strike]] once per short rest.
* {{MdRarityItem|Fleshmelter Cloak}}: whenever a creature deals melee damage to the wearer, that creature takes {{damage color|Acid|1d4 Acid}} damage.
* {{MdRarityItem|Fleshmelter Cloak}}: Whenever a creature deals melee damage to the wearer, that creature takes {{damage color|Acid|1d4 Acid}} damage.
* {{MdRarityItem|Ichorous Gloves}}: when the wearer deals {{damage color|Acid}} damage, they also inflict [[Noxious Fumes (Condition)|Noxious Fumes]] on the target(s).
* {{MdRarityItem|Ichorous Gloves}}: When the wearer deals {{damage color|Acid}} damage, they also inflict [[Noxious Fumes (Condition)|Noxious Fumes]] on the target(s).
* {{MdRarityItem|Melf's First Staff}}: Cast [[Melf's Acid Arrow]] once per long rest.
* {{MdRarityItem|Melf's First Staff}}: Cast [[Melf's Acid Arrow]] once per long rest.
* {{MdRarityItem|Varsh Ko'kuu's Boots}}: acidic Surfaces don't affect you, and you are [[Resistance|Resistant]] to {{damage color|Acid}} damage.
* {{MdRarityItem|Varsh Ko'kuu's Boots}}: Acidic surfaces don't affect you, and you are [[Resistance|Resistant]] to {{damage color|Acid}} damage.


=== Cold set ===
=== Cold set ===
{{main|Cold set}}
{{main|Cold set}}
The Frost set is a set of equipment that helps the user deal {{DamageType|Cold}} damage and inflict the conditions {{Cond|Encrusted with Frost}} or {{Cond|Wet}}. It consists of the following pieces :  
The Frost set is a set of equipment that helps the user deal {{DamageType|Cold}} damage and inflict the conditions {{Cond|Encrusted with Frost}} or {{Cond|Wet}}. Syngerizes with items from the [[Elemental set]], which are not duplicated here. It consists of the following pieces :  


* {{MdRarityItem|Absolute's Protector}}: Cast [[Fire Shield: Chill]] once per long rest.
* {{MdRarityItem|Absolute's Protector}}: Cast [[Fire Shield: Chill]] once per long rest.
* {{MdRarityItem|Cold Snap}}: Deal d4 {{damage color|Cold}} damage on hit. Inflict [[Chilled (Condition)|Chilled]] when a creature misses you with an attack.
* {{MdRarityItem|Cold Snap}}: Deal d4 {{damage color|Cold}} damage on hit. Inflict [[Chilled (Condition)|Chilled]] when a creature misses you with an attack.
* {{MdRarityItem|Coldbrim Hat}}: applying any condition can apply [[Encrusted with Frost (Condition)]].
* {{MdRarityItem|Coldbrim Hat}}: Applying any condition can apply [[Encrusted with Frost (Condition)]].
* {{MdRarityItem|Frost Prince}}: can cast Ice Knife spell.
* {{MdRarityItem|Frost Prince}}: Can cast the {{SAI|Ice Knife}} spell.
* {{MdRarityItem|Hoarfrost Boots}}: cannot fall [[Prone (Condition)]] while traversing [[Ice_Surface|icy terrain]].
* {{MdRarityItem|Hoarfrost Boots}}: Cannot fall [[Prone (Condition)]] while traversing [[Ice_Surface|icy terrain]].
* {{MdRarityItem|Icebite Robe}}: [[Damage Types#Resistance|Resistance]] to {{DamageColor|Cold}} damage and cast [[Armour of Agathys]].  
* {{MdRarityItem|Icebite Robe}}: [[Damage Types#Resistance|Resistance]] to {{DamageColor|Cold}} damage and cast [[Armour of Agathys]].  
* {{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|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.
* {{MdRarityItem|Snowburst Ring}}: create a 4.5m (15ft) circle of ice around the target(s) when dealing {{DamageType|Cold}} damage.
* {{MdRarityItem|Snowburst Ring}}: Create a 4.5m (15ft) circle of ice around the target(s) when dealing {{DamageType|Cold}} damage.
* {{MdRarityItem|Trident of the Depths}}: Deal an additional {{DamageText|1d6|Cold}}. May use {{SAI|Hiemal Strike}}. Exploit only.
* {{MdRarityItem|Trident of the Depths}}: Deal an additional {{DamageText|1d6|Cold}}. May use {{SAI|Hiemal Strike}}. Exploit only.
* {{MdRarityItem|Trident of the Waves}}: Inflict {{Cond|Wet}} on hit.
* {{MdRarityItem|Trident of the Waves}}: Inflict {{Cond|Wet}} on hit.
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=== Fire set ===
=== Fire set ===
{{main|Fire Set}}
{{main|Fire set}}
The Fire Set is a set of equipment that deals or receives {{DamageType|Fire}} damage and interacts with the {{Cond|Burning}} condition. Synergizes with items from the [[Heat Set]], which are not duplicated here.
The Fire Set is a set of equipment that deals or receives {{DamageType|Fire}} damage and interacts with the {{Cond|Burning}} condition. Synergizes with items from the [[Heat Set]], [[Helldusk set|Helldusk Set]] and [[Elemental set]], which are not duplicated here.


*{{MdRarityItem|Azer Warhammer}}: deal an additional {{DamageText|1d6|Fire}} damage. Gain access to {{SAI|Overheat}}.
*{{MdRarityItem|Azer Warhammer}}: Deal an additional {{DamageText|1d6|Fire}} damage. Gain access to {{SAI|Overheat}}.
*{{MdRarityItem|Cindermoth Cloak}}: inflicts [[Burning (Condition)|Burning]] on any foe within 2m / 7ft that damages the wearer.
*{{MdRarityItem|Cindermoth Cloak}}: Inflicts [[Burning (Condition)|Burning]] on any foe within 2m / 7ft that damages the wearer.
*{{MdRarityItem|Circlet of Blasting}}: Cast {{SAI|Scorching Ray}} once per long rest.
*{{MdRarityItem|Circlet of Blasting}}: Cast {{SAI|Scorching Ray}} once per long rest.
*{{MdRarityItem|Dragon's Grasp}}: deal an additional {{DamageText|1d4|Slashing}} to {{Cond|Burning}} targets.
*{{MdRarityItem|Dragon's Grasp}}: Deal an additional {{DamageText|1d4|Slashing}} to {{Cond|Burning}} targets.
*{{MdRarityItem|Emblazoned Plate of the Marshal}}: Cast {{SAI|Fire Shield}} once per long rest. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Emblazoned Plate of the Marshal}}: Cast {{SAI|Fire Shield}} once per long rest. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Everburn Blade}}: deal an additional {{DamageText|1d4|Fire}} damage.
*{{MdRarityItem|Everburn Blade}}: Deal an additional {{DamageText|1d4|Fire}} damage.
*{{MdRarityItem|Exterminator's Axe}}: deal an additional {{DamageText|1d6|Fire}} to plants, myconids, and small creatures.
*{{MdRarityItem|Exterminator's Axe}}: Deal an additional {{DamageText|1d6|Fire}} to plants, myconids, and small creatures.
*{{MdRarityItem|Firestoker}}: deal an additional {{DamageText|1d4|Slashing}} to {{Cond|Burning}} targets.
*{{MdRarityItem|Firestoker}}: Deal an additional {{DamageText|1d4|Slashing}} to {{Cond|Burning}} targets.
*{{MdRarityItem|Flame Enamelled Armour}}: cast {{SAI|Fire Shield (Warm)}} as a level 4 spell. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Flame Enamelled Armour}}: Cast {{SAI|Fire Shield (Warm)}} as a level 4 spell. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Flawed Helldusk Armour}}: when you are hit by a foe within {{Distance|m=2|ft=7}}, it might take {{DamageText|1d4|Fire}} damage.
*{{MdRarityItem|Flawed Helldusk Gloves}}: weapon attacks deal an additional {{DamageText|1d4|Fire}} damage
*{{MdRarityItem|Gloves of Cinder and Sizzle}}: Unarmed attacks deal an additional {{DamageText|1d4|Fire}} damage. Cast {{SAI|Scorching Ray}} as a level 3 spell once per long rest.
*{{MdRarityItem|Gloves of Cinder and Sizzle}}: Unarmed attacks deal an additional {{DamageText|1d4|Fire}} damage. Cast {{SAI|Scorching Ray}} as a level 3 spell once per long rest.
*{{MdRarityItem|Gloves of Flint and Steel}}: when the wearer deals {{damage color|Fire}} damage, the target has to succeed a [[Constitution]] saving throw or start [[Burning (Condition)|Burning]].
*{{MdRarityItem|Gloves of Flint and Steel}}: When the wearer deals {{damage color|Fire}} damage, the target has to succeed a [[Constitution]] saving throw or start [[Burning (Condition)|Burning]].
*{{MdRarityItem|Gold Wyrmling Staff}}: deal an additional {{DamageText|1d4|Fire}} damage. Gain access to the {{SAI|Fire Bolt}} cantrip.
*{{MdRarityItem|Gold Wyrmling Staff}}: Deal an additional {{DamageText|1d4|Fire}} damage. Gain access to the {{SAI|Fire Bolt}} cantrip.
*{{MdRarityItem|Hat of Fire Acuity}}: Gain 2 stacks of {{Cond|Arcane Acuity}} each time you deal {{damage color|Fire}} damage.
*{{MdRarityItem|Hat of Fire Acuity}}: Gain 2 stacks of {{Cond|Arcane Acuity}} each time you deal {{damage color|Fire}} damage.
*{{MdRarityItem|Helldusk Armour}}: on a successful saving throw against a foe's spell, deal {{damage color|Fire|1d4 + [[proficiency bonus]] Fire}} damage to them. Also grants resistance to {{DamageColor|Fire}} damage. [[Immunity]] to [[Burning (Condition)|Burning]].
*{{MdRarityItem|Helldusk Boots}}: Teleport and deal {{DamageText|2d8|Fire}} when you land once per short rest.
*{{MdRarityItem|Helldusk Gloves}}: weapon attacks deal an additional {{DamageText|1d6|Fire}} damage. Cast {{SAI|Rays of Fire}} once per short rest.
*{{MdRarityItem|Helldusk Helmet}}: deal an additional {{damage color|Fire|2d8 Fire}} damage against [[Burning (Condition)]] creatures.
*{{MdRarityItem|Hellfire Hand Crossbow}}: Possibly inflict {{Cond|Burning}} when attacking while {{Cond|Hiding}} or {{Cond|Invisible}}. Cast {{SAI|Scorching Ray}} at level 3 once per long rest.
*{{MdRarityItem|Hellfire Hand Crossbow}}: Possibly inflict {{Cond|Burning}} when attacking while {{Cond|Hiding}} or {{Cond|Invisible}}. Cast {{SAI|Scorching Ray}} at level 3 once per long rest.
*{{MdRarityItem|Incandescent Staff}}: Gain access to the {{SAI|Fire Bolt}} cantrip. May cast {{SAI|Fireball}} once per long rest. Ranged [[Spell Attack]] + 1. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Incandescent Staff}}: Gain access to the {{SAI|Fire Bolt}} cantrip. May cast {{SAI|Fireball}} once per long rest. Ranged [[Spell Attack]] + 1. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Infernal Robe}}: cast {{SAI|Fire Shield (Warm)}} as a level 4 spell. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Infernal Robe}}: Cast {{SAI|Fire Shield (Warm)}} as a level 4 spell. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Kurwin's Cauteriser}}: deal an additional {{DamageText|1d4|Fire}} damage. On a hit, the target starts {{Cond|Burning}} unless it succeeds a Constitution {{Saving Throw}}.  
*{{MdRarityItem|Kurwin's Cauteriser}}: Deal an additional {{DamageText|1d4|Fire}} damage. On a hit, the target starts {{Cond|Burning}} unless it succeeds a Constitution {{Saving Throw}}.  
*{{MdRarityItem|Obsidian Laced Robe}}: on a successful saving throw against a foe's spell, deal {{damage color|Fire|1d4 + [[proficiency bonus]] Fire}} damage to them. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Obsidian Laced Robe}}: On a successful saving throw against a foe's spell, deal {{damage color|Fire|1d4 + [[proficiency bonus]] Fire}} damage to them. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Pyroquickness Hat}}: Gain an additional {{Action|Bonus}} when you cast a non-cantrip {{damage color|Fire}} spell.
*{{MdRarityItem|Pyroquickness Hat}}: Gain an additional {{Action|Bonus}} when you cast a non-cantrip {{damage color|Fire}} spell.
*{{MdRarityItem|Rupturing Blade}}: May use the {{SAI|Searing Blood}} weapon action once per short rest.
*{{MdRarityItem|Rupturing Blade}}: May use the {{SAI|Searing Blood}} weapon action once per short rest.
*{{MdRarityItem|Scimitar of Cinder}}: deal an additional {{DamageText|1d6|Fire}} damage. Gain the {{SAI|Scorching Strike}} weapon action.
*{{MdRarityItem|Scimitar of Cinder}}: Deal an additional {{DamageText|1d6|Fire}} damage. Gain the {{SAI|Scorching Strike}} weapon action.
*{{MdRarityItem|Shield of Scorching Reprisal}}: Increase AC by 1 and deal {{DamageText|1d6|Fire}} when a creature misses you. Once per short rest.
*{{MdRarityItem|Shield of Scorching Reprisal}}: Increase AC by 1 and deal {{DamageText|1d6|Fire}} when a creature misses you. Once per short rest.
*{{MdRarityItem|Skybreaker}}: Cast {{SAI|Searing Smite}} once per long rest.
*{{MdRarityItem|Skybreaker}}: Cast {{SAI|Searing Smite}} once per long rest.
*{{MdRarityItem|Staff of a Mumbling Wizard}}: Gain access to the cantrip {{SAI|Firebolt?}}.
*{{MdRarityItem|Staff of a Mumbling Wizard}}: Gain access to the cantrip {{SAI|Firebolt?}}.
=== Heat set ===
{{main|Heat Set}}
The Heat Set is a set of equipment that helps the user with [[Heat (Condition)]]. Synergizes with items from the [[Fire Set]], which are not duplicated here.
*{{MdRarityItem|Cinder Shoes}}: whenever you inflict Burning on an enemy, you gain 2 turns of Heat.
*{{MdRarityItem|Fireheart}}: whenever you take {{damage color|Fire}} damage dealt by another creature, you gain 2 turns of Heat.
*{{MdRarityItem|Hellfire Greataxe}}: whenever you deal damage with this weapon, you gain 2 turns of Heat. Deals an additional {{DamageText|1d6|Fire}} damage. May use the {{SAI|Hellflame Cleave}} weapon action.
*{{MdRarityItem|Ring of Self Immolation}}: can cast {{SAI|Self Immolation}} to gain Heat for 2 turns.
*{{MdRarityItem|Thermoarcanic Gloves}}: whenever you deal {{damage color|Fire}} damage, you gain 2 turns of Heat.
*{{MdRarityItem|Thermodynamo Axe}}: whenever you deal damage with this weapon, you gain 2 turns of Heat.


=== Force set ===
=== Force set ===
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* {{MdRarityItem|Wulbren's Hammer}}: Deal an additional {{DamageText|2d4|Force}} damage to constructs and objects.
* {{MdRarityItem|Wulbren's Hammer}}: Deal an additional {{DamageText|2d4|Force}} damage to constructs and objects.


=== Lightning Set ===
=== Lightning set ===
{{main|Lightning set}}
{{main|Lightning set}}
The Lightning set is a set of equipment that helps the user deal or resist {{DamageType|Lightning}} damage. Synergizes with items from the [[Sparkstruck set]], which are not duplicated here.
The Lightning set is a set of equipment that helps the user deal or resist {{DamageType|Lightning}} damage. Synergizes with items from the [[Sparkstruck set]] and [[Elemental set]], which are not duplicated here.


* {{MdRarityItem|Charge-Bound Warhammer}}: Warlocks and Eldritch Knights deal an additional {{DamageText|1d6|Lightning}} damage when bound to this weapon.
* {{MdRarityItem|Charge-Bound Warhammer}}: Warlocks and Eldritch Knights deal an additional {{DamageText|1d6|Lightning}} damage when bound to this weapon.
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=== Necrotic set ===
=== Necrotic set ===
{{main|Necrotic set}}
{{main|Necrotic set}}
The Necrotic set is a set of equipment that helps the user deal or resist {{DamageType|Necrotic}} damage. The set consists of the following pieces:  
The Necrotic set is a set of equipment that helps the user deal or resist {{DamageType|Necrotic}} damage. Synergizes with items from the [[Dark Justiciar Set|Dark Justiciar Set]], [[Helldusk set|Helldusk Set]] and the [[Blackguard Set|Blackguard Set]], which are not duplicated here. The set consists of the following pieces:  


* {{MdRarityItem|Ambusher}}: Deal {{DamageText|1d6|Necrotic}} against targets that have not taken a turn.
* {{MdRarityItem|Ambusher}}: Deal {{DamageText|1d6|Necrotic}} against targets that have not taken a turn.
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* {{MdRarityItem|Artificial Leech (+1)}}: May use {{SAI|Bloodletting}} once per short rest. Bugged.
* {{MdRarityItem|Artificial Leech (+1)}}: May use {{SAI|Bloodletting}} once per short rest. Bugged.
* {{MdRarityItem|Assassin's Touch}}: Deals an additional {{DamageText|1d4|Necrotic}} to creatures that are {{Cond|Knocked Out}} or {{Cond|Sleeping}}.
* {{MdRarityItem|Assassin's Touch}}: Deals an additional {{DamageText|1d4|Necrotic}} to creatures that are {{Cond|Knocked Out}} or {{Cond|Sleeping}}.
* {{MdRarityItem|Blackguard's Gauntlets}}: Cast {{SAI|Inflict Wounds}} as a level 4 spell once per long rest.
* {{MdRarityItem|Blackguard's Sword}}: Deal an additional {{DamageText|1d4|Necrotic}} damage.
* {{MdRarityItem|Bonesaw (+1)}}: May use {{SAI|Incise Ligaments}} once per short rest. Bugged.
* {{MdRarityItem|Bonesaw (+1)}}: May use {{SAI|Incise Ligaments}} once per short rest. Bugged.
* {{MdRarityItem|Creation's Echo}}: Become resistant to an {{DamageType|Necrotic}} after dealing {{DamageType|Necrotic}} damage.
* {{MdRarityItem|Creation's Echo}}: Become resistant to an {{DamageType|Necrotic}} after dealing {{DamageType|Necrotic}} damage.
* {{MdRarityItem|Crimson Mischief}}: Deal an additional {{DamageText|1d4|Necrotic}} damage.
* {{MdRarityItem|Crimson Mischief}}: Deal an additional {{DamageText|1d4|Necrotic}} damage.
* {{MdRarityItem|Crypt Lord Ring}}: Cast {{SAI|Create Undead}} as a level 6 spell once per long rest.
* {{MdRarityItem|Crypt Lord Ring}}: Cast {{SAI|Create Undead}} as a level 6 spell once per long rest.
* {{MdRarityItem|Dark Justiciar Gauntlets (Uncommon)}}: Deal an additional {{DamageText|1d4|Necrotic}} damage.
* {{MdRarityItem|Dark Justiciar Gauntlets (Rare)}}: Deal an additional {{DamageText|1d4|Necrotic}} damage. Gain access to {{SAI|Beckoning Darkness}}.
* {{MdRarityItem|Dark Justiciar Half-Plate (Rare)}}: Cast {{SAI|Shar's Aegis}} once per long rest.
* {{MdRarityItem|Dark Justiciar Half-Plate (Very Rare)}}: Cast {{SAI|Shar's Aegis}} once per long rest.
* {{MdRarityItem|Dark Justiciar Mail}}: Deal {{DamageText|1d4|Necrotic}} when hit by a melee attack while obscured.
* {{MdRarityItem|Dread Iron Dagger}}: Deal an additional {{DamageText|1d6|Necrotic}} damage while hidden.
* {{MdRarityItem|Dread Iron Dagger}}: Deal an additional {{DamageText|1d6|Necrotic}} damage while hidden.
* {{MdRarityItem|Duellist's Prerogative}}: Deal an additional {{DamageText|1d4|Necrotic}} damage. Use a reaction to add {{DamageType|Necrotic}} equal to your proficiency bonus.
* {{MdRarityItem|Duellist's Prerogative}}: Deal an additional {{DamageText|1d4|Necrotic}} damage. Use a reaction to add {{DamageType|Necrotic}} equal to your proficiency bonus.
* {{MdRarityItem|Flawed Helldusk Gloves}}: Unarmed attacks deal an additional {{DamageText|1d4|Necrotic}} damage and may inflict {{Cond|Bleeding}}.
* {{MdRarityItem|Flawed Helldusk Gloves}}: Unarmed attacks deal an additional {{DamageText|1d4|Necrotic}} damage and may inflict {{Cond|Bleeding}}.
* {{MdRarityItem|Fleshrender}}: Deal additional {{DamageType|Necrotic}} equal to your proficiency bonus and prevent healing once per short rest.
* {{MdRarityItem|Fleshrender}}: Deal additional {{DamageType|Necrotic}} equal to your proficiency bonus and prevent healing once per short rest.
* {{MdRarityItem|Helldusk Gloves}}: Unarmed attacks deal an additional {{DamageText|1d6|Necrotic}} damage and may inflict {{Cond|Bleeding}}.
* {{MdRarityItem|Hollow's Staff}}: Deal an additional {{DamageText|1d4|Necrotic}} damage. Cast {{SAI|Arms of Hadar}} at level 3 once per long rest.
* {{MdRarityItem|Hollow's Staff}}: Deal an additional {{DamageText|1d4|Necrotic}} damage. Cast {{SAI|Arms of Hadar}} at level 3 once per long rest.
* {{MdRarityItem|Hoppy}}: Heal {{DamageText|1d6|Healing}} and deal an additional {{DamageType|Necrotic}} damage equal to your proficiency bonus.
* {{MdRarityItem|Hoppy}}: Heal {{DamageText|1d6|Healing}} and deal an additional {{DamageType|Necrotic}} damage equal to your proficiency bonus.
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* {{MdRarityItem|Loviatar's Scourge}}: Deal an additional {{DamageText|1d6|Necrotic}} damage to nearby creatures, including yourself. Grants {{DamageType|Necrotic}} [[Resistance]].
* {{MdRarityItem|Loviatar's Scourge}}: Deal an additional {{DamageText|1d6|Necrotic}} damage to nearby creatures, including yourself. Grants {{DamageType|Necrotic}} [[Resistance]].
* {{MdRarityItem|Makeshift Bow}}: Deal an additional {{DamageText|1d10|Necrotic}} damage. Exploit only.
* {{MdRarityItem|Makeshift Bow}}: Deal an additional {{DamageText|1d10|Necrotic}} damage. Exploit only.
* {{MdRarityItem|Markoheshkir}}: Cast {{SAI|Destructive Wave}} at level 5 once per short rest.
* {{MdRarityItem|Myrkulite Scourge}}: Deal an additional {{DamageText|1d6|Necrotic}} damage.
* {{MdRarityItem|Myrkulite Scourge}}: Deal an additional {{DamageText|1d6|Necrotic}} damage.
* {{MdRarityItem|Protective Plate}}: Gain [[Resistance]] to {{DamageType|Necrotic}} damage.
* {{MdRarityItem|Protective Plate}}: Gain [[Resistance]] to {{DamageType|Necrotic}} damage.
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=== Poison set ===
=== Poison set ===
{{main|Poisoner's Set}}
{{main|Poison Set}}
The Poisoner's set is a set of equipment that helps the user do {{DamageType|Poison}} damage or inflict {{Cond|Poisoned}}.
The Poisoner's set is a set of equipment that helps the user do {{DamageType|Poison}} damage or inflict {{Cond|Poisoned}}.


* {{MdRarityItem|Argument Solver}}: Grants the wielder the {{SAI|Poison Mist}} weapon action.
* {{MdRarityItem|Argument Solver}}: Grants the wielder the {{SAI|Poison Mist}} weapon action.
* {{MdRarityItem|Armour of the Sporekeeper}}: May use {{SAI|Bibberbang Spores}} and {{SAI|Timmask Spores (class action)|Timmask Spores}} once per long rest. [[Circle of Spores]] druids only.
* {{MdRarityItem|Armour of the Sporekeeper}}: May use {{SAI|Bibberbang Spores}} and {{SAI|Timmask Spores (class action)|Timmask Spores}} once per long rest. [[Circle of Spores]] druids only.
* {{MdRarityItem|Broodmother's Revenge}}: whenever the wearer is healed, their weapon becomes coated in magic and deals an additional {{damage color|Poison|1d6 Poison}}.
* {{MdRarityItem|Broodmother's Revenge}}: Whenever the wearer is healed, their weapon becomes coated in magic and deals an additional {{damage color|Poison|1d6 Poison}}.
* {{MdRarityItem|Cruel Sting}}: deal an additional {{DamageText|1d4|Poison}} against [[SG_Restrained|restrained]] targets. Drow only.
* {{MdRarityItem|Cruel Sting}}: Deal an additional {{DamageText|1d4|Poison}} against [[SG_Restrained|restrained]] targets. Drow only.
* {{MdRarityItem|Derivation Cloak}}: heal for {{damage color|Healint|1d4 Healing}} when Poisoning a foe.
* {{MdRarityItem|Derivation Cloak}}: Heal for {{damage color|Healint|1d4 Healing}} when Poisoning a foe.
* {{MdRarityItem|Djinni Scimitar}}: deal an additional {{DamageText|2d10|Poison}} damage. Exploit only.
* {{MdRarityItem|Djinni Scimitar}}: Deal an additional {{DamageText|2d10|Poison}} damage. Exploit only.
* {{MdRarityItem|Handmaiden's Mace}}: deal an additional {{DamageText|1d6|Poison}} damage.
* {{MdRarityItem|Handmaiden's Mace}}: Deal an additional {{DamageText|1d6|Poison}} damage.
* {{MdRarityItem|Hellbeard Halberd}}: deal an additional {{DamageText|6|Poison}} damage.
* {{MdRarityItem|Hellbeard Halberd}}: Deal an additional {{DamageText|6|Poison}} damage.
* {{MdRarityItem|Infernal Mace}}: deal an additional {{DamageText|3|Poison}} damage.
* {{MdRarityItem|Infernal Mace}}: Deal an additional {{DamageText|3|Poison}} damage.
* {{MdRarityItem|Infernal Spear}}: deal an additional {{DamageText|3|Poison}} damage.
* {{MdRarityItem|Infernal Spear}}: Deal an additional {{DamageText|3|Poison}} damage.
* {{MdRarityItem|Poisoner's Gloves}}: can inflict [[Poisoned (Condition)|Poisoned]] when dealing poison damage.
* {{MdRarityItem|Poisoner's Gloves}}: Can inflict [[Poisoned (Condition)|Poisoned]] when dealing poison damage.
* {{MdRarityItem|Poisoner's Ring}}: grants {{SAI|Virulent Venom}}, an ability that makes a target [[Vulnerable]] to {{damage color|Poison}} damage.
* {{MdRarityItem|Poisoner's Ring}}: Grants {{SAI|Virulent Venom}}, an ability that makes a target [[Vulnerable]] to {{damage color|Poison}} damage.
* {{MdRarityItem|Poisoner's Robe}}: deal additional poison damage when dealing poison damage with spells.
* {{MdRarityItem|Poisoner's Robe}}: Deal additional poison damage when dealing poison damage with spells.
* {{MdRarityItem|Staff of Crones}}: cast {{SAI|Ray of Sickness}} once per short rest.
* {{MdRarityItem|Staff of Crones}}: Cast {{SAI|Ray of Sickness}} once per short rest.
* {{MdRarityItem|Syringe (+1)}}: may use the {{SAI|Inject Nostrum}} weapon action once per short rest. Bugged; the weapon action does not appear for the player.
* {{MdRarityItem|Syringe (+1)}}: May use the {{SAI|Inject Nostrum}} weapon action once per short rest. Bugged; the weapon action does not appear for the player.
* {{MdRarityItem|Thorn Blade}}: deal an additional {{DamageText|1d4|Poison}} damage while concentrating.
* {{MdRarityItem|Thorn Blade}}: Deal an additional {{DamageText|1d4|Poison}} damage while concentrating.


=== Psychic set ===
=== Psychic set ===
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* {{MdRarityItem|Justiciar's Scimitar}}: Deal an additional {{DamageText|1d6|Psychic}} damage once per short rest.
* {{MdRarityItem|Justiciar's Scimitar}}: Deal an additional {{DamageText|1d6|Psychic}} damage once per short rest.
* {{MdRarityItem|Ketheric's Warhammer}}: Deal an additional {{DamageText|1d4|Psychic}} damage.
* {{MdRarityItem|Ketheric's Warhammer}}: Deal an additional {{DamageText|1d4|Psychic}} damage.
* {{MdRarityItem|Moonlight Glaive}}: Deal {{DamageType|Psychic}} damage equal to your proficiency bonus and an additional {{DamageText|1d6|Psychic}} damage when the target moves. Once per short rest.
* {{MdRarityItem|Psionic Ward Armour}}: Grants {{DamageType|Psychic}} resistance to githyanki.
* {{MdRarityItem|Psionic Ward Armour}}: Grants {{DamageType|Psychic}} resistance to githyanki.
* {{MdRarityItem|Render of Mind and Body}}: Deal an additional {{DamageText|1d8|Psychic}} damage when you have advantage.
* {{MdRarityItem|Render of Mind and Body}}: Deal an additional {{DamageText|1d8|Psychic}} damage when you have advantage.
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=== Radiant set ===
=== Radiant set ===
{{main|Radiant set}}
{{main|Radiant set}}
The Radiant set is a set of equipment that deals or synergizes with {{DamageType|Radiant}} damage. Synergizes with items from the Luminous set, which are not duplicated here.
The Radiant set is a set of equipment that deals or synergizes with {{DamageType|Radiant}} damage. Synergizes with items from the [[Luminous set]], which are not duplicated here.


* {{MdRarityItem|Callous Glow Ring}}: wearer deals an additional 2 points of {{damage color|Radiant}} damage against creatures that are illuminated.
* {{MdRarityItem|Callous Glow Ring}}: Wearer deals an additional 2 points of {{damage color|Radiant}} damage against creatures that are illuminated.
*{{MdRarityItem|Deva Mace}}: deal {{DamageText|4d8|Radiant}} damage on hit. Exploit only.
*{{MdRarityItem|Deva Mace}}: Deal {{DamageText|4d8|Radiant}} damage on hit. Exploit only.
*{{MdRarityItem|Devotee's Mace}}: deal {{DamageText|1d8|Radiant}} damage on hit.
*{{MdRarityItem|Devotee's Mace}}: Deal {{DamageText|1d8|Radiant}} damage on hit.
*{{MdRarityItem|Gloves of Belligerent Skies}}: When the wearer deals {{DamageType|Thunder}}, {{DamageType|Lightning}}, or {{DamageType|Radiant}} damage, inflict 2 turns of {{Cond|Reverberation}} upon the target(s).
*{{MdRarityItem|Gloves of Belligerent Skies}}: When the wearer deals {{DamageType|Thunder}}, {{DamageType|Lightning}}, or {{DamageType|Radiant}} damage, inflict 2 turns of {{Cond|Reverberation}} upon the target(s).
* {{MdRarityItem|Gontr Mael}}: May use {{SAI|Bolt of Celestial Light}} once per short rest. Sheds light.
* {{MdRarityItem|Gontr Mael}}: May use {{SAI|Bolt of Celestial Light}} once per short rest. Sheds light.
* {{MdRarityItem|Hammer of the Just}}: deal {{DamageText|1d4|Radiant}} damage on hit.
* {{MdRarityItem|Hammer of the Just}}: deal {{DamageText|1d4|Radiant}} damage on hit.
* {{MdRarityItem|Holy Lance Helm}}: chance to deal {{DamageText|1d4|Radiant}} when an enemy misses.
* {{MdRarityItem|Holy Lance Helm}}: Chance to deal {{DamageText|1d4|Radiant}} when an enemy misses.
* {{MdRarityItem|Mantle of the Holy Warrior}}: cast {{SAI|Crusader's Mantle}} once per long rest.
* {{MdRarityItem|Mantle of the Holy Warrior}}: Cast {{SAI|Crusader's Mantle}} once per long rest.
* {{MdRarityItem|Moon Devotion Robe}}: While the wearer has {{Cond|Mage Armour}}, each successful {{Saving Throw}} causes the source of the Saving Throw to take {{DamageText|1-4|Radiant}} damage.
* {{MdRarityItem|Moon Devotion Robe}}: While the wearer has {{Cond|Mage Armour}}, each successful {{Saving Throw}} causes the source of the Saving Throw to take {{DamageText|1-4|Radiant}} damage.
* {{MdRarityItem|Moonlight Glaive}}: deal {{DamageText|1d4|Radiant}} damage on hit. Sheds light.
* {{MdRarityItem|Moonlight Glaive}}: Deal {{DamageText|1d4|Radiant}} damage on hit. Sheds light.
* {{MdRarityItem|Pelorsun Blade}}: deal {{DamageText|1d4|Radiant}} damage on hit.
* {{MdRarityItem|Pelorsun Blade}}: Deal {{DamageText|1d4|Radiant}} damage on hit.
*{{MdRarityItem|Seraphic Pugilist Gloves}}: deal {{DamageText|1d4|Radiant}} damage on hit. Cast {{SAI|Guiding Bolt}} at level 4 once per long rest.
*{{MdRarityItem|Seraphic Pugilist Gloves}}: Deal {{DamageText|1d4|Radiant}} damage on hit. Cast {{SAI|Guiding Bolt}} at level 4 once per long rest.
*{{MdRarityItem|Shining Staver-of-Skulls}}: deal {{DamageText|1d4|Radiant}} damage on hit. Sheds light.
*{{MdRarityItem|Shining Staver-of-Skulls}}: Deal {{DamageText|1d4|Radiant}} damage on hit. Sheds light.
*{{MdRarityItem|The Blood of Lathander}}: Cast {{SAI|Sunbeam}} at level 6 once per long rest. Sheds light.
*{{MdRarityItem|The Blood of Lathander}}: Cast {{SAI|Sunbeam}} at level 6 once per long rest. Sheds light.
* {{MdRarityItem|The Oak Father's Embrace}}: Undead creatures that hit the wearer receive {{DamageText|1d6|Radiant}}.
* {{MdRarityItem|The Oak Father's Embrace}}: Undead creatures that hit the wearer receive {{DamageText|1d6|Radiant}}.
=== Reverberation set ===
{{main|Reverberation (Condition)}}
The Reverberation set are items which inflict or interact with {{Cond|Reverberation}}. Synergizes with items from the Thunder set, which are not duplicated here.
*{{MdRarityItem|Boots of Stormy Clamour}}: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of {{Cond|Reverberation}}.
*{{MdRarityItem|Gloves of Belligerent Skies}}: When the wielder deals {{DamageType|Radiant}}, {{DamageType|Lightning}}, or {{DamageType|Thunder}} damage, apply 2 turns of {{Cond|Reverberation}} to the target(s).
*{{MdRarityItem|Markoheshkir}}: Grants {{SAI|Kereska's Favour}} which can grant {{SAI|Bone-shaking Thunder}}: When you deal spell damage, inflict 2 turns of {{Cond|Reverberation}} upon the target.
*{{MdRarityItem|Ring of Spiteful Thunder}}: When the wearer deals {{DamageType|Thunder}} damage to a {{Cond|Reverberation|Reverberating}} creature, it becomes {{Cond|Dazed}} unless it succeeds a [[Constitution]] [[Saving Throw]].
*{{MdRarityItem|Spineshudder Amulet}}: When the wearer deals damage with a ranged [[Spells|Spell]] [[Attack Roll|Attack]], inflict 2 turns of {{Cond|Reverberation}} on the target(s).
*{{MdRarityItem|Thunderskin Cloak}}: When a creature with {{Cond|Reverberation}} deals damage to the wearer, the creature needs to make a [[Constitution]] [[Saving Throw]] or become {{Cond|Dazed}}.


=== Thunder set ===
=== Thunder set ===
{{main|Thunder set}}
{{main|Thunder set}}
The Thunder set comprises of items that deal or interact with Thunder damage. Synergizes with items from the Reverberation set, which are not duplicated here.
The Thunder set comprises of items that deal or interact with Thunder damage. Synergizes with items from the [[Reverberation (Condition)|Reverberation set]] and [[Elemental set]], which are not duplicated here.
* {{MdRarityItem|Cacophony}}: Deals an extra {{DamageText|1d4|Thunder}}. Cast {{SAI|Thunderous Smite}} once per short rest.
* {{MdRarityItem|Cacophony}}: Deals an extra {{DamageText|1d4|Thunder}}. Cast {{SAI|Thunderous Smite}} once per short rest.
* {{MdRarityItem|Corpsegrinder}}: Deals an extra {{DamageText|1d4|Thunder}}. Gain access to the {{SAI|Grand Slam}} weapon action.
* {{MdRarityItem|Corpsegrinder}}: Deals an extra {{DamageText|1d4|Thunder}}. Gain access to the {{SAI|Grand Slam}} weapon action.
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* {{MdRarityItem|Sentient Amulet (Very Rare)}}: Cast {{SAI|Shatter}} once per long rest.
* {{MdRarityItem|Sentient Amulet (Very Rare)}}: Cast {{SAI|Shatter}} once per long rest.
* {{MdRarityItem|Thunderpalm Strikers}}: Your unarmed attacks deal an additional {{DamageText|1d4|Thunder}} damage. Cast {{SAI|Thunderwave}} once per long rest.
* {{MdRarityItem|Thunderpalm Strikers}}: Your unarmed attacks deal an additional {{DamageText|1d4|Thunder}} damage. Cast {{SAI|Thunderwave}} once per long rest.
== Game mechanic sets ==
=== Healing set ===
{{main|Healing set}}
The Healing set is a set of equipment that increases the effects of [[Healing|healing]] and offers bonuses when you heal/are healed.
* {{MdRarityItem|Boots of Aid and Comfort}}: Grants 3 {{Temp hp}} to healed ally.
* {{MdRarityItem|Hellrider's Pride}}: Grants {{SAI|Blade Ward}} to healed ally.
* {{MdRarityItem|Ring of Salving}}: Heal an additional {{DamageText|2|Healing}} when healing.
* {{MdRarityItem|The Reviving Hands}}: Grants {{SAI|Blade Ward}} to healed ally. Grant {{SAI|Death Ward}} when {{SAI|Revivify|Reviving}}. Cast {{SAI|Revivify}} once per long rest.
* {{MdRarityItem|The Whispering Promise}}: {{SAI|Bless}} allies when healing.
* {{MdRarityItem|Wapira's Crown}}: Heal yourself {{DamageText|1d6|Healing}} when healing an ally.
* {{MdRarityItem|Slippery Chain Shirt}}: Automatically {{SAI|Disengage}} when healing.
=== Heat set ===
{{main|Heat Set}}
The Heat Set is a set of equipment that helps the user with [[Heat (Condition)]]. Synergizes with items from the [[Fire set]], which are not duplicated here.
*{{MdRarityItem|Cinder Shoes}}: whenever you inflict Burning on an enemy, you gain 2 turns of Heat.
*{{MdRarityItem|Fireheart}}: whenever you take {{damage color|Fire}} damage dealt by another creature, you gain 2 turns of Heat.
*{{MdRarityItem|Hellfire Greataxe}}: whenever you deal damage with this weapon, you gain 2 turns of Heat. Deals an additional {{DamageText|1d6|Fire}} damage. May use the {{SAI|Hellflame Cleave}} weapon action.
*{{MdRarityItem|Ring of Self Immolation}}: can cast {{SAI|Self Immolation}} to gain Heat for 2 turns.
*{{MdRarityItem|Thermoarcanic Gloves}}: whenever you deal {{damage color|Fire}} damage, you gain 2 turns of Heat.
*{{MdRarityItem|Thermodynamo Axe}}: whenever you deal damage with this weapon, you gain 2 turns of Heat.
=== Luminous set===
{{main|Luminous set}}
The Luminous set is a set of equipment that inflicts {{Cond|Radiating Orb}} when the wearer deals {{DamageType|Radiant}} damage.  Synergizes with radiant set.
* {{MdRarityItem|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.
* {{MdRarityItem|Fabricated Arbalest}}: fire an [[Illuminating Shot]] which deals 1 turn of Radiating Orb upon the target.
* {{MdRarityItem|Luminous Armour}}: when the wearer deals {{damage color|Radiant}} damage, they cause a Radiant Shockwave, which inflicts 2 turns of Radiating Orb.
* {{MdRarityItem|Luminous Gloves}}: when the wearer deals {{damage color|Radiant}} damage, the target receives 2 turns of Radiating Orb.
* {{MdRarityItem|The Sacred Star}}: on a hit, inflict 1 turn of Radiating Orb upon the target.
=== Obscured set ===
{{main|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.
* {{MdRarityItem| Covert Cowl}} : makes the wearer's critical hits more likely when they are obscured.
* {{MdRarityItem| Knife of the Undermountain King}} : Gives advantage on attack rolls against obscured targets.
* {{MdRarityItem| Least Expected}} : increases [[attack rolls]] while obscured.
* {{MdRarityItem| Penumbral Armour}} : provides a +3 bonus to [[stealth]] checks while obscured.
* {{MdRarityItem| Ring of Twilight}} : provides a +1 bonus to armour class while obscured.
* {{MdRarityItem| Shadeclinger Armour}} : grants advantage on saving throws while obscured.
* {{MdRarityItem| Shadow Blade (weapon)}} : grants the wielder advantage on attacks against obscured targets.
* {{MdRarityItem| Shadow-Cloaked Ring}}  : causes the wearer's weapon and unarmed attacks to deal an additional 1d4 damage against obscured creatures.
* {{MdRarityItem| The Shadespell Circlet}} : grants a +1 bonus spell save DC when the wearer is obscured .
=== Reverberation set ===
The Reverberation set are items which inflict or interact with {{Cond|Reverberation}}. Synergizes with items from the [[Thunder set]], which are not duplicated here.
*{{MdRarityItem|Boots of Stormy Clamour}}: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of {{Cond|Reverberation}}.
*{{MdRarityItem|Gloves of Belligerent Skies}}: When the wielder deals {{DamageType|Radiant}}, {{DamageType|Lightning}}, or {{DamageType|Thunder}} damage, apply 2 turns of {{Cond|Reverberation}} to the target(s).
*{{MdRarityItem|Ring of Spiteful Thunder}}: When the wearer deals {{DamageType|Thunder}} damage to a {{Cond|Reverberation|Reverberating}} creature, it becomes {{Cond|Dazed}} unless it succeeds a [[Constitution]] [[Saving Throw]].
*{{MdRarityItem|Spineshudder Amulet}}: When the wearer deals damage with a ranged [[Spells|Spell]] [[Attack Roll|Attack]], inflict 2 turns of {{Cond|Reverberation}} on the target(s).
*{{MdRarityItem|Thunderskin Cloak}}: When a creature with {{Cond|Reverberation}} deals damage to the wearer, the creature needs to make a [[Constitution]] [[Saving Throw]] or become {{Cond|Dazed}}.
=== Sparkstruck set ===
{{main|:Sparkstruck set|Lightning Charges (Condition)}}
The Sparkstruck set consists of of items which grant or interact with [[Lightning Charges]]. Synergizes with items from the [[Lightning set]], which are not duplicated here.
*{{MdRarityItem|The Blast Pendant}}: Once per [[Long Rest]] you may focus the electricity in your veins as a {{action|bonus}}. Your next lightning [[spell]] or [[Spells#Cantrips|cantrip]] deals additional {{DamageType|Lightning}} damage equal to your remaining Lightning Charges. On a hit, all of your Lightning Charges are consumed.
*{{MdRarityItem|The Joltshooter}}: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
*{{MdRarityItem|The Jolty Vest}}: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a [[Dexterity]] [[Saving Throw]] or become {{IconLink|Shocked Condition Icon.webp|Shocked (Condition)|Shocked|size=20}}.
*{{MdRarityItem|The Lifebringer}}: When the wearer gains Lightning Charges, they also gain 3 [[Hit Points|temporary hit points]]. The temporary hit points disappear if the wearer runs out of Lightning Charges.
*{{MdRarityItem|The Protecty Sparkswall}}: The wearer has +1 to {{ArmourClass}} and {{SavingThrow}}s as long as they have [[Lightning Charges]].
*{{MdRarityItem|The Real Sparky Sparkswall}}: Grants the '''Lightning Aura''' {{action}}, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies.
*{{MdRarityItem|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]].
*{{MdRarityItem|The Sparkswall}}: Shields the wearer from [[Damage Types|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.
*{{MdRarityItem|The Sparky Points}}: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
*{{MdRarityItem|The Speedy Lightfeet}}: When the wearer [[dash]]es or takes a similar action in combat, they gain 3 Lightning Charges.
*{{MdRarityItem|The Spellsparkler}}: When the wielder deals damage with a [[spell]] or [[Spells#Cantrips|cantrip]], they gain 2 Lightning Charges.
*{{MdRarityItem|The Watersparkers}}: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.
=== Wrath set ===
{{main|Wrath set}}
The Wrath set is a set of equipment that generates {{cond|Wrath}}, a stacking condition that grants up to +7 melee damage bonus.
* {{MdRarityItem|Bloodguzzler Garb}}: when an enemy damages the wearer, the wearer gains Wrath for 1 turn.
* {{MdRarityItem|Cap of Wrath}}: during combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turn.
* {{MdRarityItem|Enraging Heart Garb}}: while Raging, the wearer generates 2 turns of Wrath.
* {{MdRarityItem|Linebreaker Boots}}: when the wearer Dash or takes a similar action during combat, they gain Wrath for 2 turns.


== Absolute set ==
== Absolute set ==
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* {{MdRarityItem|Ceremonial Warhammer}}
* {{MdRarityItem|Ceremonial Warhammer}}


== Dark Justiciar Set ==
== Dark Justiciar set ==
{{main|Dark Justiciar Set}}
{{main|Dark Justiciar Set}}
The ''Dark Justiciar'' equipment is a set of armour themed after [[Shar]]'s [[Dark Justiciar]]s. Their bonuses revolve around being [[obscured]].
The ''Dark Justiciar'' equipment is a set of armour themed after [[Shar]]'s [[Dark Justiciar]]s. Their bonuses revolve around being [[obscured]].
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* {{MdRarityItem|Dark Justiciar Gauntlets (Rare)}}
* {{MdRarityItem|Dark Justiciar Gauntlets (Rare)}}
* {{MdRarityItem|Dark Justiciar Half-Plate (Very Rare)}}
* {{MdRarityItem|Dark Justiciar Half-Plate (Very Rare)}}
== Healing set ==
The Healing set is a set of equipment that increases the effects of [[Healing|healing]] and offers bonuses when you heal/are healed.
* {{MdRarityItem|Boots of Aid and Comfort}}
* {{MdRarityItem|Hellrider's Pride}}
* {{MdRarityItem|Ring of Salving}}
* {{MdRarityItem|The Reviving Hands}}
* {{MdRarityItem|The Whispering Promise}}
* {{MdRarityItem|Wapira's Crown}}
* {{MdRarityItem|Slippery Chain Shirt}}


== Helldusk set ==
== Helldusk set ==
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* {{MdRarityItem|Gloves of Uninhibited Kushigo }}
* {{MdRarityItem|Gloves of Uninhibited Kushigo }}
* {{MdRarityItem|Hat of Uninhibited Kushigo }}
* {{MdRarityItem|Hat of Uninhibited Kushigo }}
== Luminous set==
{{main|Luminous set}}
The Luminous set is a set of equipment that inflicts {{Cond|Radiating Orb}} when the wearer deals {{DamageType|Radiant}} damage.  Synergizes with radiant set.
* {{MdRarityItem|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.
* {{MdRarityItem|Fabricated Arbalest}}: fire an [[Illuminating Shot]] which deals 1 turn of Radiating Orb upon the target.
* {{MdRarityItem|Luminous Armour}}: when the wearer deals {{damage color|Radiant}} damage, they cause a Radiant Shockwave, which inflicts 2 turns of Radiating Orb.
* {{MdRarityItem|Luminous Gloves}}: when the wearer deals {{damage color|Radiant}} damage, the target receives 2 turns of Radiating Orb.
* {{MdRarityItem|The Sacred Star}}: on a hit, inflict 1 turn of Radiating Orb upon the target.
== Obscured set ==
{{main|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.
* {{MdRarityItem| Covert Cowl}} : makes the wearer's critical hits more likely when they are obscured.
* {{MdRarityItem| Knife of the Undermountain King}} : Gives advantage on attack rolls against obscured targets.
* {{MdRarityItem| Least Expected}} : increases [[attack rolls]] while obscured.
* {{MdRarityItem| Penumbral Armour}} : provides a +3 bonus to [[stealth]] checks while obscured.
* {{MdRarityItem| Ring of Twilight}} : provides a +1 bonus to armour class while obscured.
* {{MdRarityItem| Shadeclinger Armour}} : grants advantage on saving throws while obscured.
* {{MdRarityItem| Shadow Blade (weapon)}} : grants the wielder advantage on attacks against obscured targets.
* {{MdRarityItem| Shadow-Cloaked Ring}}  : causes the wearer's weapon and unarmed attacks to deal an additional 1d4 damage against obscured creatures.
* {{MdRarityItem| The Shadespell Circlet}} : grants a +1 bonus spell save DC when the wearer is obscured .


==Relics of Deep Duerra's rebellious children==
==Relics of Deep Duerra's rebellious children==
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* {{MdRarityItem|Mask of Soul Perception}}
* {{MdRarityItem|Mask of Soul Perception}}
* {{MdRarityItem|Vest of Soul Rejuvenation}}
* {{MdRarityItem|Vest of Soul Rejuvenation}}
== Sparkstruck set ==
{{main|:Sparkstruck set|Lightning Charges (Condition)}}
The Sparkstruck set consists of of items which grant or interact with [[Lightning Charges]]. Synergizes with items from the [[Lightning set]], which are not duplicated here.
*{{MdRarityItem|The Blast Pendant}}: Once per [[Long Rest]] you may focus the electricity in your veins as a {{action|bonus}}. Your next lightning [[spell]] or [[Spells#Cantrips|cantrip]] deals additional {{DamageType|Lightning}} damage equal to your remaining Lightning Charges. On a hit, all of your Lightning Charges are consumed.
*{{MdRarityItem|The Joltshooter}}: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
*{{MdRarityItem|The Jolty Vest}}: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a [[Dexterity]] [[Saving Throw]] or become {{IconLink|Shocked Condition Icon.webp|Shocked (Condition)|Shocked|size=20}}.
*{{MdRarityItem|The Lifebringer}}: When the wearer gains Lightning Charges, they also gain 3 [[Hit Points|temporary hit points]]. The temporary hit points disappear if the wearer runs out of Lightning Charges.
*{{MdRarityItem|The Protecty Sparkswall}}: The wearer has +1 to {{ArmourClass}} and {{SavingThrow}}s as long as they have [[Lightning Charges]].
*{{MdRarityItem|The Real Sparky Sparkswall}}: Grants the '''Lightning Aura''' {{action}}, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies.
*{{MdRarityItem|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]].
*{{MdRarityItem|The Sparky Points}}: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
*{{MdRarityItem|The Speedy Lightfeet}}: When the wearer [[dash]]es or takes a similar action in combat, they gain 3 Lightning Charges.
*{{MdRarityItem|The Spellsparkler}}: When the wielder deals damage with a [[spell]] or [[Spells#Cantrips|cantrip]], they gain 2 Lightning Charges.
*{{MdRarityItem|The Sparkswall}}: Shields the wearer from [[Damage Types|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.
*{{MdRarityItem|The Watersparkers}}: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.


== Unwanted set ==
== Unwanted set ==
Line 464: Line 457:
* {{MdRarityItem|Hood of the Weave}}
* {{MdRarityItem|Hood of the Weave}}
* {{MdRarityItem|Robe of the Weave}}
* {{MdRarityItem|Robe of the Weave}}
== Wrath set ==
{{main|Wrath set}}
The Wrath set is a set of equipment that generates {{cond|Wrath}}, a stacking condition that grants up to +7 melee damage bonus.
* {{MdRarityItem|Bloodguzzler Garb}}: when an enemy damages the wearer, the wearer gains Wrath for 1 turn.
* {{MdRarityItem|Cap of Wrath}}: during combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turn.
* {{MdRarityItem|Enraging Heart Garb}}: while Raging, the wearer generates 2 turns of Wrath.
* {{MdRarityItem|Linebreaker Boots}}: when the wearer Dash or takes a similar action during combat, they gain Wrath for 2 turns.


[[Category:Equipment sets| ]]
[[Category:Equipment sets| ]]
[[Category: Lists]]
[[Category: Lists]]

Revision as of 17:52, 8 November 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

Main article: Elemental set

The elemental set confers bonuses when dealing elemental (Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder) damage or adds additional elemental damage. As such, this set synergizes with items from the Acid set, Cold set, Fire set, Lightning set, and Thunder set, which are not duplicated here. Many items benefit from using a mix of spell and weapon attacks.

It consists of the following pieces:

Acid set

Main article: Acid set

The Acid set is a set of equipment that helps the user deal or resist Damage TypesAcid damage. Syngerizes with items from the Elemental set, which are not duplicated here. It consists of the following pieces:

Cold set

Main article: Cold set

The Frost set is a set of equipment that helps the user deal Damage TypesCold damage and inflict the conditions Encrusted with Frost Encrusted with Frost or Wet Wet. Syngerizes with items from the Elemental set, which are not duplicated here. It consists of the following pieces :

Fire set

Main article: Fire set

The Fire Set is a set of equipment that deals or receives Damage TypesFire damage and interacts with the Burning Burning condition. Synergizes with items from the Heat Set, Helldusk Set and Elemental set, which are not duplicated here.

Force set

Main article: Force set

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

Lightning set

Main article: Lightning set

The Lightning set is a set of equipment that helps the user deal or resist Damage TypesLightning damage. Synergizes with items from the Sparkstruck set and Elemental set, which are not duplicated here.

Necrotic set

Main article: Necrotic set

The Necrotic set is a set of equipment that helps the user deal or resist Damage TypesNecrotic damage. Synergizes with items from the Dark Justiciar Set, Helldusk Set and the Blackguard Set, which are not duplicated here. The set consists of the following pieces:

Poison set

Main article: Poison Set

The Poisoner's set is a set of equipment that helps the user do Damage TypesPoison damage or inflict Poisoned Poisoned.

Psychic set

Main article: Psychic set

The Psychic set is a set of equipment that deals or synergizes with Damage TypesPsychic damage and inflicts Mental Fatigue Mental Fatigue.

Radiant set

Main article: Radiant set

The Radiant set is a set of equipment that deals or synergizes with Damage TypesRadiant damage. Synergizes with items from the Luminous set, which are not duplicated here.

Thunder set

Main article: Thunder set

The Thunder set comprises of items that deal or interact with Thunder damage. Synergizes with items from the Reverberation set and Elemental set, which are not duplicated here.

Game mechanic sets

Healing set

Main article: Healing set

The Healing set is a set of equipment that increases the effects of healing and offers bonuses when you heal/are healed.

Heat set

Main article: Heat Set

The Heat Set is a set of equipment that helps the user with Heat (Condition). Synergizes with items from the Fire set, which are not duplicated here.

Luminous set

Main article: Luminous set

The Luminous set is a set of equipment that inflicts Radiating Orb Radiating Orb when the wearer deals Damage TypesRadiant damage. Synergizes with radiant set.

  • 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 2 turns of Radiating Orb.
  • The Sacred Star: on a hit, inflict 1 turn of Radiating Orb upon the target.

Obscured set

Main article: 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.

Reverberation set

The Reverberation set are items which inflict or interact with Reverberation Reverberation. Synergizes with items from the Thunder set, which are not duplicated here.

Sparkstruck set

The Sparkstruck set consists of of items which grant or interact with Lightning Charges. Synergizes with items from the Lightning set, which are not duplicated here.

Wrath set

Main article: Wrath set

The Wrath set is a set of equipment that generates Wrath Wrath, 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.

Absolute set

Main article: 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.

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

Main article: 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

Main article: Blackguard set

The Blackguard equipment is a set of armour themed around Oathbreaker Paladins that grants various bonuses.

Bonespike set

Main article: 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

Main article: Ceremonial

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

Main article: 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.

Pristine

These pieces are pristine and have more powerful effects, but can only be received by becoming a Dark Justiciar.

Helldusk set

Main article: Helldusk set

Helldusk armour is a set of equipment that revolves around resisting and dealing Damage TypesFire 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

Main article: Homing Weapons

Homing weapons and armour return after being Thrown.

Kushigo set

Main article: Kushigo set

Kushigo is a set of equipment. Kushigo equipment generally boosts unarmed and unarmoured characters, such as those classed into Monk.

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.

Soul set

Soul is a set of equipment that primarily benefits those classed into Monk, with improvements to unarmed attacks.

Unwanted set

Main article: Unwanted set

The Unwanted set is a set of masterwork armour.

Weave set

Main article: 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.