The Elemental Set confers bonuses when dealing elemental (Acid, Cold, Fire, Lightning, or 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:
Name
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Slot
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Effect
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Amulet of Elemental Torment
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Amulet
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- Nature's Vengeance
- When the wearer stands in certain surfaces and casts a spell that deals damage, the target also suffers the surface's effects.
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Boots of Elemental Momentum
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Footwear (Medium Armour)
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* Athletics +1
- Elemental Momentum
- Whenever the wearer deals Acid, Cold, Fire, Lightning or Thunder damage with Spells or Cantrip, they gain Momentum for 2 turns.
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Cloak of Elemental Absorption
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Cloak
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- Absorb Elements ()
- Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack. ( Recharge: Short rest.)
|
Cloak of the Weave
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Cloak
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- Absorb Elements ()
- Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack. ( Recharge: Short rest.)
- Arcane Enchantment
- You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
|
Creation's Echo
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Main Hand Melee (Quarterstaff)
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- Elemental Resonance
- If the wielder deals Acid, Fire, Lightning, Radiant, or Necrotic damage, it become resistant to that damage type for 2 turns.
|
Drakethroat Glaive
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Main Hand Melee (Glaive)
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- Vicious Dragon Breath
- Enemies have Disadvantage on Saving throws against your dragonborn breath weapon.
- Draconic Elemental Weapon ()
- Cast as a level 3 spell ( Recharge: Long rest.)
|
Flail of Ages
|
Main Hand Melee (Flail)
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- Elements of an Epoch
- Depending on what kind of damage this weapon does, it also inflicts: Acid condition, Chilled condition, or Burning condition.
- Elemental Age ()
- Cast as a level 3 spell ( Recharge: Long rest.)
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Markoheshkir
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Main Hand Melee (Quarterstaff)
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- Arcane Enchantment
- You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
- Arcane Battery
- Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn't cost a spell slot.
- Kereska's Favour ()
- Cast as a level 4 spell ( Recharge: Short rest.)
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Necklace of Elemental Augmentation
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Amulet
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- Elemental Augmentation
- When one of your cantrips deals Acid, Cold, Fire, Lightning, or Thunder damage, add your Spellcasting Modifier to the damage dealt.
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Ring of Elemental Infusion
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Ring
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- Elemental Infusion
- When you deal Acid, Cold, Fire, Lightning, or Thunder damage using a Spell or a Cantrip, that element infuses your weapon.
Until the end of your next turn, you deal an additional 1d4 damage of that element on your first successful weapon attack.
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