The Self-Heal set is a set of equipment that focuses on healing and proving temporary hit points to the wearer.
Name
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Slot
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Effect
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Armour of Landfall
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Armour (Light Armour)
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- Plant Growth ()
- Cast as a level 3 spell ( Recharge: Short rest.)
- High Spellcasting
- You gain a +1 bonus to Spell Save DC.
- Green Bed Regeneration
- When starting your turn on Plant Growth or Vines regain 1d4 hit points.
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Armour of Moonbasking
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Armour (Light Armour)
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- Lunar Bestial Vitality
- You gain 22 temporary hit points after casting Wild Shape. While those temporary hit points are active reduce all incoming damage by 1.
- Lunar Bestial Fortitude
- You have a +2 bonus to Armour Class. You also have Advantage on Saving throws against spells. This effect persists while using your druidic Wild Shape ability.
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Blazer of Benevolence
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Armour (Light Armour)
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- Remedial Rhymes
- When you inspire an ally using Bardic Inspiration, you gain 4 temporary hit points.
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Bonespike Garb
|
Clothing
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- Slabjaw Determination
- You gain 15 temporary hit points whenever you Rage.
- Exoskeletal Endurance
- Reduce all incoming damage by 2. When the wearer is struck by a melee attack, the attacker takes Constitution modifierPiercing damage.
|
Circlet of Mental Anguish
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Headgear (Non-Armour)
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- Psychic Leech
- When an enemy fails a Charisma, Intelligence, or Wisdom Saving throw against one of your spells or cantrips, you regain 1d4hit points.
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Derivation Cloak
|
Cloak
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- Deadly Derivation
- When you Poison a foe, heal yourself for 1d4hit points.
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Drunken Cloth
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Clothing
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- Snowy Liver
- While Drunk you have Advantage on Constitution Saving throws, and you gain Temporary Hit Points equal to your Constitution Modifier at the start of your turn.
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Helm of Balduran
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Headgear (Medium)
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- Balduran's Vitality
- The helmet heals you 2hit points at the beginning of every turn.
- Balduran's Favour
- You have a +1 bonus to Armour Class and Saving throws.
- Stun Immunity
- You can't be Stunned.
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Helmet of Smiting
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Headgear (Medium)
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- Bolstering Smite
- When you apply a condition with one of your Smite spells, you gain Temporary Hit Points equal to your Charisma modifier.
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Potent Robe
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Clothing
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- Gregarious Caster
- Your cantrips deal additional damage equal to your Charisma Modifier.
- Well-Liked and Well-Fortified
- At the beginning of the wearer's turn, the robe activates, granting them Temporary Hit Points equal to their Charisma Modifier.
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Robe of the Weave
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Clothing
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- Arcane Enchantment
- You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
- Weave Eater
- Whenever the wearer succeeds a Saving throw against a spell, they regain 1d6hit points.
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The Lifebringer
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Headgear (Non-Armour)
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- Lifecharger
- When the wearer gains Lightning Charges, they also gain 3 Temporary Hit Points. The temporary hit points disappear if the wearer runs out of Lightning Charges.
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Vest of Soul Rejuvenation
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Clothing
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- Defier's Rejuvenation
- Whenever the wearer succeeds on a Saving throw against a Spell, they regain 1d4hit points.
- Greater Kushigo Counter
- The wearer can use a Reaction to make an Unarmed Strike against any attacker that misses.
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Vivacious Cloak
|
Cloak
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- Arcane Vivaciousness
- You gain 8 temporary hit points after casting a spell while in melee.
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Wavemother's Robe
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Clothing
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- Create or Destroy Water ()
- Cast as a level 4 spell ( Recharge: Short rest.)
- Temperature Adjustment
- You have Resistance to Fire and Cold Damage.
- Watery Rejuvenation
- If the wearer is standing in a Water surface at the start of their turn, they heal 1d4hit points.
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