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Thunder set

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The Thunder Set is a set of equipment that helps the user deal Damage TypesThunder damage. Synergizes with items from the Reverberation set and Elemental set, which are not duplicated here. It consists of the following pieces :

Name Slot Effect

Cacophony

Main Hand Melee Main Hand Melee (Quarterstaff)
  • Deals an extra 1d4Damage TypesThunder.
Thunderous Smite Thunderous Smite ()
Cast as a level 1 spell ( Recharge: Short rest.)

Corpsegrinder

Main Hand Melee Main Hand Melee (Maul)
  • Deals an extra 1d4Damage TypesThunder
Grand Slam Grand Slam ()

Slam your weapon into the ground, dealing additional Damage TypesThunder damage equal to your proficiency bonus, thunderously impacting nearby foes and possibly pushing them away.


Hamarhraft

Main Hand Melee Main Hand Melee (Maul)
Shockwave Shockwave
When the wearer Jumps Jumps, they deal 1d4Damage TypesThunder damage in a 3 m / 10 ft radius upon landing.

Hat of Storm Scion's Power

Headgear Headgear (Non-Armour)
Thunderous Acuity
Whenever the wearer deals Damage TypesThunder damage, they gain Arcane Acuity Arcane Acuity.

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.


Phalar Aluve

Main Hand Melee Main Hand Melee (Longsword)
Phalar Aluve: Melody Phalar Aluve: Melody ()

The sword hums in anticipation, ready to Sing Sing or Shriek Shriek.


Punch-Drunk Bastard

Main Hand Melee Main Hand Melee (Greatclub)
Tippler's Rage
While you are Drunk Drunk, you have Advantage Icon.png Advantage on Attack rolls. You also create a blast with each attack, dealing 1d4Damage TypesThunder for 3 m / 10 ft.

Ring of Absolute Force

Ring Ring 
Thunderwave Thunderwave ()
Cast as a level 1 spell ( Recharge: Short rest.)
Absolute's Tempest
If the wearer bears the Absolute's Brand, they deal 1 additional Thunder damage with Thunder damage spells and attacks.

Sentient Amulet (Rare)

Ring Ring 
Shatter Shatter ()
Cast as a level 2 spell ( Recharge: Short rest.)
Talk to the Sentient Amulet Talk to the Sentient Amulet
Speak with the consciousness lingering inside the Sentient Amulet.
Ki Restoration (Lesser) Ki Restoration ()
Using the spiritual energy in the amulet, you restore 2 Ki Points. ( Recharge: Long rest.)
High Spirits High Spirits
The amulet's spirit lingers, making everything seem a little more vibrant. Must succeed a Wisdom Wisdom Saving throw (DC 10/15, see notes) when using the amulet's power, or become Hysterical Hysterical (equivalent in effect to Tasha's Hideous Laughter Tasha's Hideous Laughter with a duration of 1 turn).

Sentient Amulet (Very Rare)

Amulet Amulet 
Shatter Shatter ()
Cast as a level 3 spell ( Recharge: Long rest.)
Ki Restoration (Greater) Ki Restoration ()
Using the spiritual energy in the amulet, you restore a number of Ki Points equal to your martial arts die. [See Notes] ( Recharge: Long rest.)

Thunderpalm Strikers

Gloves Gloves (Non-Armour)
Thunderwave Thunderwave ()
Cast as a level 3 spell ( Recharge: Long rest.)
Booming Blows
Your unarmed attacks deal an additional 1d4Damage TypesThunder damage.