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Low HP set: Difference between revisions

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(added Loviatar's Scourge)
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|{{Equipment slot|Ring}}
|{{Equipment slot|Ring}}
|{{Passive|After Death Do Us Part}}
|{{Passive|After Death Do Us Part}}
|-
|{{Image rarity item|Blooded Greataxe}}
|{{Equipment slot|Main Hand Melee}} ([[Greataxes|Greataxe]])
|{{Passive|Relentless Revenge}}
|-
|-
|{{Image rarity item|Cap of Wrath}}
|{{Image rarity item|Cap of Wrath}}
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|{{Equipment slot|Amulet}}
|{{Equipment slot|Amulet}}
|{{Passive|Writhing Dance}}
|{{Passive|Writhing Dance}}
|-
|{{Image rarity item|Nyrulna}}
|{{Equipment slot|Main Hand Melee}} ([[Tridents|Trident]])
|
* Deals an extra {{DamageText|1d6|Thunder}}.
{{Passive|Zephyr Connection}}
{{Passive|Veil of the Wind}}
{{Passive|Nyrulna: Glowing}}
{{WeaponAction|Zephyr Flash}}
{{WeaponAction|Zephyr Break}}
|-
|-
|{{Image rarity item|Ritual Axe}}
|{{Image rarity item|Ritual Axe}}
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|{{Passive|The Pain Maiden's Blessing}}
|{{Passive|The Pain Maiden's Blessing}}
{{WeaponAction|Blood Sacrifice}}
{{WeaponAction|Blood Sacrifice}}
|-
|{{Image rarity item|Rupturing Blade}}
|{{Equipment slot|Main Hand Melee}} ([[Rapiers|Rapier]])
|{{WeaponAction|Searing Blood}}
|-
|-
|{{Image rarity item|Spurred Band}}
|{{Image rarity item|Spurred Band}}

Latest revision as of 01:36, 8 December 2024

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 HP Icon.png temporary hit points is not factored in to the activation conditions of these items.

Name Slot Effect

After Death Do Us Part

Ring Ring
After Death Do Us Part
When the wearer is Downed Downed, they rise once more with half their Hit Points restored, but are gripped by Shadow Possession Shadow Possession.

Blooded Greataxe

Main Hand Melee Main Hand Melee (Greataxe)
Relentless Revenge
When the wielder has 50% HP Icon.png hit points or less, they deal an additional 1d4Damage TypesSlashing damage.

Cap of Wrath

Headgear Headgear (Non-Armour)
Last Stand
During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath Wrath for 2 turns.

Comeback Handaxe

Main Hand Melee Main Hand Melee (Handaxe)
  • Returns to the wielder when thrown.
  • Deals 1d6 + 1Damage TypesSlashing to the thrower on return.

Glowing Shield

Off-Hand Melee Off-Hand Melee (Shield)
Loving Protection
Once per Short Rest, if you are below 50% Hit Points and take damage, you gain HP Icon.png 8 temporary hit points.

Helmet of Grit

Headgear Headgear (Light Armour)
Grit
When the wearer has 50% Hit Points or less, they have an additional Bonus action.

Horns of the Berserker

Headgear Headgear (Non-Armour)
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 2Damage TypesNecrotic damage as long as you don't have your full health. If you don't deal any damage this turn, you will take 1d4Damage TypesNecrotic damage at the end of your turn.

Loviatar's Scourge

Main Hand Melee Main Hand Melee (Mace)
Willing Whip
Grants Resistance to Damage TypesNecrotic, and deals additional 1d6Damage TypesNecrotic damage to everyone nearby including the wielder.

Martial Exertion Gloves

Handwear (Non-Armour)
Martial Exertion Martial Exertion
Push past your physical limits, taking 6d6Damage TypesPiercing damage to gain an additional attack per turn and to double your movement speed. ( Recharge: Short rest.)

Moondrop Pendant

Amulet Amulet
Writhing Dance
When the wearer has 50% hit points or less, they don't provoke Attacks of Opportunity.

Nyrulna

Main Hand Melee Main Hand Melee (Trident)
  • Deals an extra 1d6Damage TypesThunder.
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 3d4Damage TypesThunder 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 Nyrulna: Glowing
This object shines with a glowing light in a radius of 6 m / 20 ft.
Zephyr Flash Zephyr Flash ()

Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding Bleeding.

Zephyr Break Zephyr Break ()

Zephyr Break imitates the effects of the spell Gust of Wind Gust of Wind while dealing thunder damage.


Ritual Axe

Main Hand Melee Main Hand Melee (Handaxe)
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 1d6Damage TypesPiercing themselves.

Ritual Dagger

Main Hand Melee Main Hand Melee (Dagger)
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 Blood Sacrifice ()

Pain is a path to power. Take 1d4Damage TypesSlashing damage to receive +1d4 bonus to Attack rolls and Saving throws.


Rupturing Blade

Main Hand Melee Main Hand Melee (Rapier)
Searing Blood Searing Blood ()

Cut into an enemy, dealing an extra proficiency bonusDamage TypesFire and 1d6Damage TypesFire damage to them, while you yourself take 1d6Damage TypesSlashing damage. Additionally, the attack might cause the target to Bleed Bleed and Burn Burn.


Spurred Band

Ring Ring
Frantic Urgency
During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Momentum Momentum for 1 turn.

The Oak Father's Embrace

Armour Armour (Medium Armour)
Order of Nature
Undead creatures that hit the wearer receive 1d6Damage TypesRadiant. Beasts that hit the wearer deal an additional 1d6Damage TypesRadiant.

The Watersparkers

Footwear Footwear (Non-Armour)
Electrify Water
When the wearer stands in Water Water during combat, it becomes Electrified Water Electrified Water.
Watersparks
If the wearer starts their turn on an Electrified Water Electrified Water surface, they gain 3 Lightning Charges Lightning Charges.

True Love's Embrace

Ring Ring
Intimate Embrace
One of a magical pair of rings, this allows the wearer to cast Warding Bond Warding Bond once per Long Rest on a creature wearing the matching ring.

Viconia's Walking Fortress

Off-Hand Melee Off-Hand Melee (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.