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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|Boots of Elemental Momentum}}: grants {{cond|Momentum}} whenever the wearer deals elemental damage with a spell or cantrip.
* {{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|Cloak of Elemental Absorption}}: allows the wearer to absorb a small amount of magical damage, and add it to their next weapon attack.  
* {{MdRarityItem|Boots of Elemental Momentum}}: Grants {{cond|Momentum}} whenever the wearer deals elemental damage with a spell or cantrip.
* {{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 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|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 cold set is a set of equipment that helps the user deal or resist {{DamageType|Cold}} damage.
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|Emblazoned Plate of the Marshal}}: Cast [[Fire Shield]] once per long rest.
* {{MdRarityItem|Frost Prince}}: Can cast the {{SAI|Ice Knife}} spell.
* {{MdRarityItem|Frost Prince}}: can cast 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|Robe of Summer}}: [[Resistance]] to {{damage color|Cold}} damage.
* {{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|Wavemother's Robe}}: [[Damage Types#Resistance|Resistance]] to {{DamageColor|Cold}} damage.  
* {{MdRarityItem|Trident of the Waves}}: Inflict {{Cond|Wet}} on hit.
* {{MdRarityItem|Wavemother's Sickle}}: Deal d4 {{damage color|Cold}} damage on hit.
* {{MdRarityItem|Wavemother's Sickle}}: Deal d4 {{damage color|Cold}} damage on hit.
* {{MdRarityItem|Winter's Clutches}}: {{damage color|Cold}} damage inflicts 2 turns of Encrusted with Frost upon the target(s).
* {{MdRarityItem|Winter's Clutches}}: {{damage color|Cold}} damage inflicts 2 turns of Encrusted with Frost upon the target(s).


=== Fire / Heat set ===
=== Fire set ===
{{main|Heat Set}}
{{main|Fire set}}
The Heat Set is a set of equipment that helps the user with [[Heat (Condition)]], or with dealing or receiving {{DamageType|Fire}} damage.
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]] and [[Elemental set]], which are not duplicated here.


*{{MdRarityItem|Cinder Shoes}}: whenever you inflict Burning on an enemy, you gain 2 turns of Heat.
*{{MdRarityItem|Azer Warhammer}}: Deal an additional {{DamageText|1d6|Fire}} damage. Gain access to {{SAI|Overheat}}.
*{{MdRarityItem|Fireheart}}: whenever you take {{damage color|Fire}} damage dealt by another creature, you gain 2 turns of Heat.
*{{MdRarityItem|Cindermoth Cloak}}: Inflicts [[Burning (Condition)|Burning]] on any foe within 2m / 7ft that damages the wearer.
*{{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|Helldusk Helmet}}: deal an additional {{damage color|Fire|2d8 Fire}} damage against [[Burning (Condition)]] creatures.
*{{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|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|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|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 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|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|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|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|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|Hellfire Greataxe}}: whenever you deal damage with this weapon, you gain 2 turns of Heat.
*{{MdRarityItem|Rupturing Blade}}: May use the {{SAI|Searing Blood}} weapon action once per short rest.
*{{MdRarityItem|Infernal Robe}}: cast {{SAI|Fire Shield (Warm)}} as a level 4 spell. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Scimitar of Cinder}}: Deal an additional {{DamageText|1d6|Fire}} damage. Gain the {{SAI|Scorching Strike}} weapon action.
*{{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|Shield of Scorching Reprisal}}: Increase AC by 1 and deal {{DamageText|1d6|Fire}} when a creature misses you. Once per short rest.
*{{MdRarityItem|Emblazoned Plate of the Marshal}}: Cast [[Fire Shield]] once per long rest. Also grants resistance to {{DamageColor|Fire}} damage.
*{{MdRarityItem|Skybreaker}}: Cast {{SAI|Searing Smite}} once per long rest.
*{{MdRarityItem|Staff of a Mumbling Wizard}}: Gain access to the cantrip {{SAI|Firebolt?}}.
 
=== Force set ===
{{main|Force set}}
The Force set is a set of equipment that helps the user deal {{DamageType|Force}} damage and gain the {{Cond|Force Conduit}} condition.
 
* {{MdRarityItem|Breaching Pikestaff}}: Deal an additional {{DamageText|1d4|Force}} damage.
* {{MdRarityItem|Craterflesh Gloves}}: Deal an additional {{DamageText|1d6|Force}} damage when you land a [[Critical Hit]].
* {{MdRarityItem|Crossbow of Arcane Force}}: Deal an additional {{DamageText|1d4|Force}} damage on each hit. Lasts for one turn and is once per short rest.
* {{MdRarityItem|Faithbreaker}}: Deal an additional {{DamageText|1d6|Force}} damage and push the target once per short rest.
* {{MdRarityItem|Garb of the Land and Sky}}: Activating {{SAI|Step of the Wind}} empowers your next attack with advantage and {{DamageText|1d8|Force}} damage.
* {{MdRarityItem|Gauntlet of the Tyrant}}: Unarmed attacks deal an additional {{DamageText|1d4|Force}} damage.
* {{MdRarityItem|Gloves of Soul Catching}}: Unarmed attacks deal an additional {{DamageText|1d10|Force}} damage.
* {{MdRarityItem|Halberd of Vigilance}}: Deal an additional {{DamageText|1d4|Force}} damage.
* {{MdRarityItem|Harper Sacredstriker}}: Cast {{SAI|Spiritual Weapon}} at level 6 once per long rest.
* {{MdRarityItem|Ne'er Misser}}: Attacks deal {{DamageType|Force}} instead of {{DamageType|Piercing}} damage. Cast {{SAI|Magic Missile}} at level 3 once per long rest.
* {{MdRarityItem|Psychic Spark}}: Cast {{SAI|Magic Missile}} once per long rest. Shoot an additional {{SAI|Magic Missile}} dart each cast.
* {{MdRarityItem|Rippling Force Mail}}: Gain '''2''' turns of {{Cond|Force Conduit}} when taking {{DamageType|Slashing}}, {{DamageType|Piercing}}, or {{DamageType|Bludgeoning}} damage.
* {{MdRarityItem|Servitor of the Black Hand Gloves}}: Unarmed attacks deal an additional {{DamageText|1d4|Force}} damage.
* {{MdRarityItem|Sethan}}: Cast {{SAI|Spiritual Weapon}} at level 6 once per long rest.
* {{MdRarityItem|Stalker Gloves}}: {{SAI|Sneak Attack}} deals an additional {{DamageText|1d4|Force}} damage.
* {{MdRarityItem|Swires' Sledboard}}: Gain '''1''' turn of {{Cond|Force Conduit}} at the start of the turn.
* {{MdRarityItem|The Skinburster}}: Gain '''2''' turns of {{Cond|Force Conduit}} when you deal melee damage.
* {{MdRarityItem|Viconia's Walking Fortress}}: Deal {{DamageText|2d4|Force}} damage and possibly knock an enemy {{Cond|Prone}} when hit with a melee attack.
* {{MdRarityItem|Wulbren's Hammer}}: Deal an additional {{DamageText|2d4|Force}} damage to constructs and objects.
 
=== 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]] 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|Flail of the Vortex}}: Deal an additional {{DamageText|1d8|Lightning}} damage. Gain the {{SAI|Electrified Flail}} weapon action. Exploit only.
* {{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 the Automaton}}: Gain resistance to {{DamageType|Lightning}} once per short rest.
* {{MdRarityItem|Hellfire Engine Crossbow}}: Cast {{SAI|Lightning Arrow}} at level 4 once per long rest.
* {{MdRarityItem|Light of Creation}}: Deal an additional {{DamageText|1d6|Lightning}} damage. May stun yourself unless you are a [[Construct]].
* {{MdRarityItem|Lightning Jabber}}: May {{Cond|Shocking Grasp|Shock}} target on hit. Deal an additional {{DamageText|1d4|Lightning}} damage when thrown.
 
=== 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:
 
* {{MdRarityItem|Ambusher}}: Deal {{DamageText|1d6|Necrotic}} against targets that have not taken a turn.
* {{MdRarityItem|Armour of the Sporekeeper}}: Increases {{DamageType|Necrotic}} [[Saving throw#The Difficulty Class of saving throws|spell save DC]] and damage by 1.
* {{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|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|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|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|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|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|Hoppy}}: Heal {{DamageText|1d6|Healing}} and deal an additional {{DamageType|Necrotic}} damage equal to your proficiency bonus.
* {{MdRarityItem|Horns of the Berserker}}: Unarmed and melee weapon attacks deal an additional {{DamageText|2|Necrotic}} damage if the wearer is not at full hp.
* {{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|Markoheshkir}}: Cast {{SAI|Destructive Wave}} at level 5 once per short rest.
* {{MdRarityItem|Myrkulite Scourge}}: Deal an additional {{DamageText|1d6|Necrotic}} damage.
* {{MdRarityItem|Protective Plate}}: Gain [[Resistance]] to {{DamageType|Necrotic}} damage.
* {{MdRarityItem|Ritual Dagger of Shar}}: Deal an additional {{DamageText|1d4|Necrotic}} damage.
* {{MdRarityItem|Staff of Cherished Necromancy}}: Deal an additional {{DamageText|1d4|Necrotic}} damage. Enemies have disadvantage on saves against necromancy spells. Killing an enemy with a spell grants {{Cond|Life Essence}}.
* {{MdRarityItem|Sword of Chaos}}: Deal an additional {{DamageText|1d4|Necrotic}} damage.
* {{MdRarityItem|Sword of Life Stealing}}: Deal an additional {{DamageText|10|Necrotic}} damage on a critical hit and gain 10 temporary hit pints.
* {{MdRarityItem|The Spectator Eyes}}: Cast {{SAI|Wounding Ray}} as a level 3 spell once per long rest.
* {{MdRarityItem|Torch of Revocation}}: Deal an additional {{DamageText|1d4|Necrotic}} damage.
* {{MdRarityItem|Trepan (+1)}}: May use {{SAI|Trephination}} once per short rest. Bugged.
* {{MdRarityItem|Woe}}: Cast {{SAI|Blight}} as a level 4 spell once per long rest.
 
=== Poison set ===
{{main|Poisoner's Set}}
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|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|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|Djinni Scimitar}}: Deal an additional {{DamageText|2d10|Poison}} damage. Exploit only.
* {{MdRarityItem|Handmaiden's Mace}}: Deal an additional {{DamageText|1d6|Poison}} damage.
* {{MdRarityItem|Hellbeard Halberd}}: Deal an additional {{DamageText|6|Poison}} damage.
* {{MdRarityItem|Infernal Mace}}: 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 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|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|Thorn Blade}}: Deal an additional {{DamageText|1d4|Poison}} damage while concentrating.
 
=== Psychic set ===
{{main|Psychic set}}
The Psychic set is a set of equipment that deals or synergizes with {{DamageType|Psychic}} damage and inflicts {{Cond|Mental Fatigue}}.
 
* {{MdRarityItem|Blade of Oppressed Souls}}: Deal an additional {{DamageText|1d4|Psychic}} damage. Gain the {{SAI|Crowning Strike}} weapon action.
* {{MdRarityItem|Boots of Psionic Movement}}: Cast {{SAI|Fly}} once per long rest. Githyanki deal {{DamageText|1d4|Psychic}} damage after casting {{SAI|Fly}}.
* {{MdRarityItem|Bonespike Helmet}}: Deal {{DamageText|2d4|Psychic}} damage in a small aoe when entering {{SAI|Rage}}.
* {{MdRarityItem|Braindrain Gloves}}: Grants two stacks of {{Cond|Mental Fatigue}} when dealing {{DamageType|Psychic}} damage.
* {{MdRarityItem|Circlet of Psionic Revenge}}: Deal {{DamageText|1d4|Psychic}} damage when you succeed a saving throw.
* {{MdRarityItem|Githyanki Greatsword (Psionic)}}: Githyanki deal an additional {{DamageText|1d4|Psychic}} damage.
* {{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|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|Render of Mind and Body}}: Deal an additional {{DamageText|1d8|Psychic}} damage when you have advantage.
* {{MdRarityItem|Ring of Mental Inhibition}}: Inflict two stacks of {{Cond|Mental Fatigue}} when a foe fails a saving throw.
* {{MdRarityItem|Shadow Blade Ring}}: Cast {{SAI|Shadow Blade}} as a level 2 spell once per short rest.
* {{MdRarityItem|Silver Sword of the Astral Plane}}: Githyanki deal an additional {{DamageText|1d6|Psychic}} damage, gain {{DamageType|Psychic}} resistance, and can use the {{SAI|Soulbreaker}} weapon action.
* {{MdRarityItem|Slinging Shoes}}: Deal {{DamageText|2d4|Psychic}} damage when thrown; returns to owner.
* {{MdRarityItem|Strange Conduit Ring}}: Weapon attacks deal {{DamageText|1d4|Psychic}} damage while concentrating.
* {{MdRarityItem|Soulbreaker Greatsword}}: Githyanki deal an additional {{DamageText|1d5|Psychic}} damage and can use the {{SAI|Soulbreaker}} weapon action.
* {{MdRarityItem|Sword of Clutching Umbra}}: Deal an additional {{DamageText|1d6|Psychic}} damage once per short rest.
* {{MdRarityItem|Sword of Screams}}: Deal an additional {{DamageText|1d4|Psychic}} damage.
* {{MdRarityItem|Voss' Silver Sword}}: Deal an additional {{DamageText|1d4|Psychic}} damage. Cast {{SAI|Wrathful Smite}} once per long rest.
 
=== 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.
 
* {{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|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|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|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|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|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|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 Oak Father's Embrace}}: Undead creatures that hit the wearer receive {{DamageText|1d6|Radiant}}.
 
=== Thunder set ===
{{main|Thunder set}}
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|Corpsegrinder}}: Deals an extra {{DamageText|1d4|Thunder}}. Gain access to the {{SAI|Grand Slam}} weapon action.
* {{MdRarityItem|Hamarhraft}}: When the wearer {{SAI|Jump|Jumps}}, they deal {{DamageText|1d4|Thunder}} in a 3 m / 10 ft radius upon landing.
* {{MdRarityItem|Hat of Storm Scion's Power}}: Gain {{Cond|Arcane Acuity}} when dealing {{DamageType|Thunder}} damage.
* {{MdRarityItem|Nyrulna}}: Deals an extra {{DamageText|1d6|Thunder}}. Deals an additional {{DamageText|3d4|Thunder}} in a radius when thrown.
* {{MdRarityItem|Phalar Aluve}}: May use {{SAI|Phalar Aluve: Shriek}} once per short rest.
* {{MdRarityItem|Punch-Drunk Bastard}}: Create a blast with each attack, dealing {{DamageText|1d4|Thunder}} for {{Distance|m=3|ft=10}}. Must be {{Cond|Alcohol|Drunk}}.
* {{MdRarityItem|Ring of Absolute Force}}: If the wearer bears the [[Absolute's Brand]], they deal 1 additional {{DamageType|Thunder}} with Thunder damage spells and attacks.
* {{MdRarityItem|Sentient Amulet (Rare)}}: Cast {{SAI|Shatter}} once per short 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.
 
== 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|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|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.
*{{MdRarityItem|Thermodynamo Axe}}: whenever you deal damage with this weapon, you gain 2 turns of Heat.
*{{MdRarityItem|Cindermoth Cloak}}: inflicts [[Burning (Condition)|Burning]] on any foe within 2m / 7ft that damages the wearer.


=== Lightning / Sparkstruck set ===
=== Luminous set===
{{main|:Category:Sparkstruck Equipment|Lightning Charges (Condition)}}
 
The Lightning set mainly consists of of Sparkstruck items which grant or interact with [[Lightning Charges]], and a few more which help deal or resist {{DamageType|Lightning}} damage.
 
*{{MdRarityItem|Markoheshkir}}: When the wielder deals [[spell]] damage with the [[Bolts of Doom]] variant of [[Kereska's Favour]] active, they gain 2 Lightning Charge.
*{{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 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 Joltshooter}}: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
*{{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 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 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 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.
 
=== Radiant ===
{{main|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.
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|Callous Glow Ring}}: wearer deals an additional 2 points of {{damage color|Radiant}} damage against creatures that are illuminated.
* {{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|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|Fabricated Arbalest}}: fire an [[Illuminating Shot]] which deals 1 turn of Radiating Orb upon the target.
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* {{MdRarityItem|The Sacred Star}}: on a hit, inflict 1 turn of Radiating Orb upon the target.
* {{MdRarityItem|The Sacred Star}}: on a hit, inflict 1 turn of Radiating Orb upon the target.


=== Poison ===
=== Obscured set ===
{{main|Poisoner's Set}}
{{main|Obscured set}}
The Poisoner's set is a set of equipment that helps the user do {{DamageType|Poison}} damage.
'''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|Broodmother's Revenge}}: whenever the wearer is healed, their weapon becomes coated in magic and deals an additional {{damage color|Poison|1d6 Poison}}.
* {{MdRarityItem| Knife of the Undermountain King}} : Gives advantage on attack rolls against obscured targets.
* {{MdRarityItem|Derivation Cloak}}: heal for {{damage color|Healint|1d4 Healing}} when Poisoning a foe.
* {{MdRarityItem| Least Expected}} : increases [[attack rolls]] while obscured.
* {{MdRarityItem|Poisoner's Gloves}}: can inflict [[Poisoned (Condition)|Poisoned]] when dealing poison damage.
* {{MdRarityItem| Penumbral Armour}} : provides a +3 bonus to [[stealth]] checks while obscured.
* {{MdRarityItem|Poisoner's Ring}}: grants {{SAI|Virulent Venom}}, an ability that makes a target [[Vulnerable]] to {{damage color|Poison}} damage.
* {{MdRarityItem| Ring of Twilight}} : provides a +1 bonus to armour class while obscured.
* {{MdRarityItem|Poisoner's Robe}}: deal additional poison damage when dealing poison damage with spells.
* {{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 .


=== Thunder / Reverberation set ===
=== Reverberation set ===
{{main|Reverberation (Condition)}}
{{main|Reverberation (Condition)}}


The Reverberation set are items which inflict or interact with {{Cond|Reverberation}}.
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|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|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|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 Absolute Force}}: If the wearer bears the Absolute's brand, they deal {{DamageColor|Thunder|1 additional Thunder damage}}.
*{{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|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|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}}.
*{{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 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.
=== 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|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}}


== 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 }}
== 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|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]]

Latest revision as of 00:47, 5 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[edit | edit source]

Elemental set[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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 and Elemental set, which are not duplicated here.

Force set[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Main article: Necrotic set

The Necrotic set is a set of equipment that helps the user deal or resist Damage TypesNecrotic damage. The set consists of the following pieces:

Poison set[edit | edit source]

Main article: Poisoner's Set

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

Psychic set[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Healing set[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Main article: Blackguard set

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

Bonespike set[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

These Dark Justiciar equipment pieces are significantly weaker but can be discovered around the world.

Pristine[edit | edit source]

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

Helldusk set[edit | edit source]

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[edit | edit source]

The Flawed variants of the Helldusk set can be produced by Dammon, who apprenticed under Carixim, if he is given Infernal Iron.

Perfect[edit | edit source]

The perfect variants of the Helldusk set are originals produced by Carixim. They have more powerful effects but are harder to acquire.

Homing weapons[edit | edit source]

Main article: Homing Weapons

Homing weapons and armour return after being Thrown.

Kushigo set[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

Unwanted set[edit | edit source]

Main article: Unwanted set

The Unwanted set is a set of masterwork armour.

Weave set[edit | edit source]

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.