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Self-Heal set

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Revision as of 02:06, 4 December 2024 by Stratact (talk | contribs) (added Hoppy and Sword of Life Stealing)
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The Self-Heal set is a set of equipment that focuses on healing and providing HP Icon.png temporary hit points to the wearer. Some items also grant additional benefits when healed.

Name Slot Effect

Absolute's Talisman

Amulet Amulet
Absolute's Talisman: Aid Absolute's Talisman: Aid ()
Cast as a level 2 spell ( Recharge: Long rest.)
The Absolute's Mercy
If the wearer bears the Absolute's Brand, they have Advantage Icon.png Advantage on Death Saving Throws.

After Death Do Us Part

Ring Ring
After Death Do Us Part
When the wearer is Downed Downed, they rise once more with half their Hit Points restored, but are gripped by Shadow Possession Shadow Possession.

Amulet of the Drunkard

Amulet Amulet
Booze Remedy
While wearing this amulet, regain 2d4hit points per turn while Drunk Drunk. Additionally, increase the duration of your inebriation by 5 rounds.

Armour of Landfall

Armour Armour (Light Armour)
Plant Growth 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 Plant Growth or Vines Vines regain 1d4 hit points.

Armour of Moonbasking

Armour Armour (Light Armour)
Lunar Bestial Vitality
You gain HP Icon.png 22 temporary hit points after casting Wild Shape 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 Armour Class. You also have Advantage Icon.png Advantage on Saving throws against spells. This effect persists while using your druidic Wild Shape Wild Shape ability.

Balduran's Giantslayer

Main Hand Melee Main Hand Melee (Greatsword)
Giantslayer
On a hit, double the damage from your Strength modifier. This weapon grants you Advantage Icon.png Advantage on Attack rolls against Large, Huge or Gargantuan creatures.
Giant Form Giant Form ()

Grow to a fearsome size. Your weapons deal an additional 1d6 damage and you gain HP Icon.png 27 temporary hit points and Advantage Icon.png Advantage on Strength Checks and Saving throws.

Topple the Big Folk Topple the Big Folk ()

Deal additional damage equal to your proficiency bonus. On a hit, Large, Huge, or Gargantuan creatures take an additional 2d6Damage TypesSlashingDRS damage and must succeed a Strength saving throw or fall Prone Prone.


Blazer of Benevolence

Armour Armour (Light Armour)
Remedial Rhymes
When you inspire an ally using Bardic Inspiration Bardic Inspiration, you gain HP Icon.png 4 temporary hit points.

Bonespike Garb

Clothing Clothing
Slabjaw Determination
You gain HP Icon.png 15 temporary hit points whenever you Rage Rage.
Exoskeletal Endurance
Reduce all incoming damage by 2. When the wearer is struck by a melee attack, the attacker takes Constitution modifierDamage TypesPiercing damage.

Broodmother's Revenge

Amulet Amulet
Venomous Revenge
Whenever the wearer is healed, their weapon becomes coated in magic and deals an additional 1d6Damage TypesPoison damage.

Circlet of Mental Anguish

Headgear Headgear (Non-Armour)
Psychic Leech
When an enemy fails a Charisma icon.png Charisma, Intelligence icon.png Intelligence, or Wisdom icon.png Wisdom Saving throw against one of your spells or cantrips, you regain 1d4hit points.

Derivation Cloak

Cloak Cloak
Deadly Derivation
When you Poison Poison a foe, heal yourself for 1d4hit points.

Drunken Cloth

Clothing Clothing
Snowy Liver
While Drunk Drunk you have Advantage Icon.png Advantage on Constitution Saving throws, and you gain Temporary Hit Points equal to your Constitution Modifier at the start of your turn.

Gloves of Soul Catching

Handwear Handwear (Non-Armour)
Soul Fist
Your unarmed attacks deal an additional 1d10Damage TypesForce damage.
Soul Catching
Once per turn, on an unarmed hit, you regain 10hit points. Alternatively, you may forego healing to gain Advantage Icon.png Advantage on Attack rolls and Saving throws until the end of your next turn.

Glowing Shield

Off-Hand Melee Off-Hand Melee (Shield)
Loving Protection
Once per Short Rest, if you are below 50% Hit Points and take damage, you gain HP Icon.png 8 temporary hit points.

Helm of Balduran

Headgear Headgear (Medium Armour)
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 Armour Class and Saving throws.
Stun Immunity
You can't be Stunned Stunned.

Helmet of Smiting

Headgear Headgear (Medium Armour)
Bolstering Smite
When you apply a condition with one of your Smite spells, you gain Temporary Hit Points equal to your Charisma modifier.

Hoppy

Main Hand Melee Main Hand Melee (War Pick)
Revitalising Strike Revitalising Strike ()

Smash into a foe, wounding them and healing your own injuries.


Periapt of Wound Closure

Amulet Amulet
Wound Closure
When Downed Downed, automatically stabilise at the start of the turn.
Potent Healing
Whenever you are healed, you restore the maximum number of possible hit points.

Potent Robe

Clothing Clothing
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.

Psionic Ward Armour

Armour Armour (Medium Armour)
Psionic Ward
If the item detects that the wearer is gith, they have Resistance to Damage TypesPsychic damage.

Whenever the wearer succeeds on a Saving throw against a spell, they regain 1d4hit points.


Reason's Grasp

Handwear (Non-Armour)
Ever Vigilant
When the wearer chooses to End their Rage End their Rage, they gain HP Icon.png 15 temporary hit points.

Rhapsody

Main Hand Melee Main Hand Melee (Dagger)
Scarlet Remittance
Gain a +1 bonus to Attack rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3.
Sweet Bloodletting
Possibly inflict Bleeding Bleeding when hitting a creature with this weapon while Hiding Hiding or Invisible Invisible.

At 3 stacks of Scarlet Remittance:

Scarlet Feast Scarlet Feast ()

If you have a +3 bonus from Scarlet Remittance Scarlet Remittance, consume it to empower yourself in combat.


Ring of Regeneration

Ring Ring
Combat Regeneration
At the beginning of your turn, the ring activates and heals you 1d4hit points.

Robe of the Weave

Clothing Clothing
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.

Shattered Flail

Main Hand Melee Main Hand Melee (Flail)
Yeenoghu's Gift
Hitting an enemy with this weapon heals the wielder for 1d6hit points - but they can go Mad Mad if they don't continue hitting an enemy each turn.

Healing through this item doesn't trigger other passives that react to healing.


Shield of Devotion

Off-Hand Melee Off-Hand Melee (Shield)
Shield Blow Shield Blow ()

When a foe hits you with a melee attack, you can use your reaction, to knock it Prone Prone unless they succeed a Dexterity saving throw.

Shield of Devotion: Aid Shield of Devotion: Aid ()
Cast as a level 3 spell ( Recharge: Long rest.)
Additional Spell Slot
You gain 1 Level 1 Spell Slot.

Sword of Life Stealing

Main Hand Melee Main Hand Melee (Shortsword)
Life Stealing Critical
On a Critical Hit, the target takes an extra 10Damage TypesNecroticDRS damage as long as it isn't a construct or an undead. You also gain HP Icon.png 10 temporary hit points.

The Lifebringer

Headgear Headgear (Non-Armour)
Lifecharger
When the wearer gains Lightning Charges Lightning Charges, they also gain 3 Temporary Hit Points. The temporary hit points disappear if the wearer runs out of Lightning Charges.

Vest of Soul Rejuvenation

Clothing Clothing
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 Unarmed Strike against any attacker that misses.

Vital Conduit Boots

Footwear Footwear (Medium Armour)
Vital Conduit
Grants the wearer HP Icon.png 8 temporary hit points when they cast a Spell that requires Concentration Concentration.

Vivacious Cloak

Cloak Cloak
Arcane Vivaciousness
You gain HP Icon.png 8 temporary hit points after casting a spell while in melee.

Wavemother's Robe

Clothing Clothing
Create or Destroy Water Create or Destroy Water ()
Cast as a level 4 spell ( Recharge: Short rest.)
Temperature Adjustment
You have Resistance to Damage TypesFire and Damage TypesCold Damage.
Watery Rejuvenation
If the wearer is standing in a Water Water surface at the start of their turn, they heal 1d4hit points.

Woe

Main Hand Melee Main Hand Melee (Quarterstaff)
Arcane Enchantment
You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
Arcane Vampirism
When the creatures affected by your spells fail any associated Saving throws, you regain 1d4hit points.
Blight Blight ()
Cast as a level 4 spell ( Recharge: Long rest.)