The Force set is a set of equipment that helps the user deal Force damage and gain the Force Conduit condition. The set consists of the following pieces:
Name
|
Slot
|
Effect
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Breaching Pikestaff
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Main Hand Melee (Pike)
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- Deal an additional 1d4Force damage.
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Craterflesh Gloves
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Gloves (Non-Armour)
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- Craterous Wounds
- Whenever you score a Critical Hit, deal an additional 1d6ForceDRS damage.
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Crossbow of Arcane Force
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Main Hand Ranged (Heavy Crossbow)
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- Arcane Ammunition ()
Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1d4Force damage.
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Garb of the Land and Sky
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Armour (Clothing)
|
- Mountainous Poise
- While using Patient Defence, you also benefit from the effect of Blade Ward.
- Breezeswift Speed
- While using Step of the Wind, your next Attack roll has Advantage and deals an additional 1d8Force damage.
|
Gauntlet of the Tyrant
|
Gloves (Non-Armour)
|
- Command ()
- Cast as a level 3 spell ( Recharge: Long rest.)
- Enervating Suffusion
- Your unarmed attacks deal an additional 1d4Force damage.
- High Spellcasting
- You gain a +1 bonus to Spell Save DC.
|
Gloves of Soul Catching
|
Gloves (Non-Armour)
|
- Soul Fist
- Your unarmed attacks deal an additional 1d10Force damage.
- Soul Catching
- Once per turn, on an unarmed hit, you regain 10hit points. Alternatively, you may forego healing to gain Advantage on Attack rolls and Saving throws until the end of your next turn.
|
Faithbreaker
|
Main Hand Melee (Warhammer)
|
- Absolute Power ()
A surge of Divine energy accompanies your swing. It deals an additional 1d6Force damage and possibly pushes your target back 5 m / 17 ft.
|
Halberd of Vigilance
|
Main Hand Melee (Halberd)
|
- Deal an additional 1d4Force damage.
- Sentinel Weapon
- Gain a +1 bonus to Initiative rolls and Advantage on Perception Ability Checks.
- Adroit Reflexes
- When you make an Attack roll as a Reaction, you make it with Advantage.
|
Harper Sacredstriker
|
Main Hand Melee (Quarterstaff)
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- Spiritual Weapon ()
- Cast as a level 6 spell ( Recharge: Long rest.)
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Ne'er Misser
|
Main Hand Ranged (Hand Crossbow)
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- Magic Missile ()
- Cast as a level 3 spell ( Recharge: Long rest.)
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Psychic Spark
|
Amulet
|
- Magic Missile ()
- Cast as a level 1 spell ( Recharge: Long rest.)
- Psychic Missiles
- Shoot an additional dart whenever you cast Magic Missile.
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Rippling Force Mail
|
Armour (Heavy Armour)
|
- Force Absorption
- Gain 2 turns of Force Conduit when taking Slashing, Piercing, or Bludgeoning damage.
|
Servitor of the Black Hand Gloves
|
Gloves (Non-Armour)
|
- Fear ()
- Cast as a level 3 spell ( Recharge: Long rest.)
- Enervating Suffusion
- Your unarmed attacks deal an additional 1d4Force damage.
|
Sethan
|
Main Hand Melee (Greataxe)
|
- Spiritual Weapon ()
- Cast as a level 6 spell ( Recharge: Long rest.)
|
Stalker Gloves
|
Gloves (Non-Armour)
|
- Seldom Caught Unawares
- You gain a +1 bonus to Initiative rolls.
- Skullduggery Attack
- Your Sneak Attack deals an additional 1d4ForceDRS damage.
|
Swires' Sledboard
|
Off-Hand Melee (Shield)
|
- Shield Blow ()
When a foe hits you with a melee attack, you can use your reaction, to knock it Prone unless they succeed a Dexterity saving throw.
- Shield Conduit
- The shield shrouds the wearer with Force Conduit at the start of its turn in combat.
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The Skinburster
|
Main Hand Melee (Halberd)
|
- Skinburster Force
- When the wielder deals melee damage with this weapon, they gain 2 turns of Force Conduit.
|
Viconia's Walking Fortress
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Off-Hand Melee (Shield)
|
- Bulwark Rebuke ()
When a foe hits you with a melee attack, deal it 2d4Force and possibly knock it Prone.
- Reflective Shell ()
A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.
- Warding Bond ()
- Cast as a level 2 spell ( Recharge: Long rest.)
- Spellguard
- You gain Advantage on Saving throws against spells. Spell Attack Rolls against you have Disadvantage.
|
Wulbren's Hammer
|
Main Hand Melee (Light Hammer)
|
- Deal an additional 2d4Force damage to constructs and objects (unlisted)
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