This page lists equipment sets related to various gameplay mechanics such as healing, reverberation, unarmed combat, and so on.
See also: Category:Equipment sets (Game mechanics)
Healing sets[edit | edit source]
General healing set[edit | edit source]
The Healing set is a set of equipment that increases the effects of healing, offers bonuses when you heal/are healed, and provides ways to heal allies or grant them temporary hit points. Interacts with the Self-Heal set, which is not duplicated here.
Absolute's Warboard: Cast once per long rest.
Amulet of Restoration: Cast and once per long rest.
Amulet of Selûne's Chosen: Cast once per long rest.
Balduran's Giantslayer: May use once per short rest.
Boots of Aid and Comfort: Grants 3
temporary hit points upon healing.
Cap of Curing: Using on an ally heals them for 1d6.
Devotee's Mace: May use once per long rest.
Duke Ravengard's Longsword: Grant nearby allies
temporary hit points equal to their Charisma modifier when you kill an enemy.
Hellrider's Pride: Grants to healed creature.
Herbalist's Gloves: Remove when healing.
Ring of Salving: Heal an additional 2 when healing.
The Blood of Lathander: Heal 2d6 when you reach 0 hp. Allies heal 1d6. Once per long rest.
The Reviving Hands: Grants upon healing. Grant when . Cast once per long rest.
The Whispering Promise: allies when healing.
Wapira's Crown: Heal yourself 1d6 when healing another.
Slippery Chain Shirt: Automatically when healing.
Till Death Do Us Part: Cast once per long rest.
Self-Heal set[edit | edit source]
The Self-Heal set is a set of equipment that focuses on healing and providing temporary hit points to the wearer. Some items also grant additional benefits when healed. Interacts with the Healing set, which is not duplicated here.
Absolute's Talisman: Cast on yourself once per long rest.
After Death Do Us Part: Rise at half hit points when , but be cursed with .
Amulet of the Drunkard: Heal 2d4 at the start of your turn while .
Armour of Landfall: Heal 1d4 when standing on or .
Armour of Moonbasking: Gain 22
temporary hit points and take 1 less damage in .
Blazer of Benevolence: Gain 4
temporary hit points when you use on an ally.
Bonespike Garb: Gain 15
temporary hit points when entering .
Broodmother's Revenge: Deal an additional 1d6 with weapon attacks after receiving healing.
Circlet of Mental Anguish: Heal 1d4 when an enemy fails an INT, CHA, or WIS save against your spells.
Derivation Cloak: Heal 1d4 when Poisoning a foe.
Drunken Cloth: Gain
temporary hit points equal to your CON mod at the start of your turn.
Gloves of Soul Catching: Heal 1d10 on an unarmed hit once per turn.
Glowing Shield: Gain 8
temporary hit points when you take damage while below 50% hit points once per short rest.
Helm of Balduran: Heal 2 at the start of your turn.
Helmet of Smiting: Gain
temporary hit points equal to your Charisma modifier when you apply a condition with a Smite spell.
Hoppy: Heal 1d6 and deal an additional damage equal to your proficiency bonus.
Icebite Robe: Cast once per long rest.
Khalid's Gift: Cast on yourself once per long rest.
Periapt of Wound Closure: Restore the maximum number of possible hit points when healed.
Potent Robe: Gain
temporary hit points equal to your CHA mod at the start of your turn.
Psionic Ward Armour: Heal 1d4 when succeeding a saving throw.
Reason's Grasp: Gain 15
temporary hit points when choosing to .
Rhapsody: May use once per long rest.
Ring of Regeneration: Heal 1d4 at the start of your turn.
Robe of the Weave: Heal 1d6 when succeeding a saving throw.
Shattered Flail: Heal 1d6 on hit, but may go mad if not attacking.
Shield of Devotion: Cast on yourself once per long rest.
Sword of Life Stealing: Deal an additional 10 damage on a critical hit and gain 10
temporary hit points.
The Lifebringer: 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.
Vest of Soul Rejuvenation: Heal 1d4 when succeeding a saving throw.
Vital Conduit Boots: Gain 8
temporary hit points when casting a concentration spell.
Vivacious Cloak: Gain 8
temporary hit points when you cast a spell in melee.
Wavemother's Robe: Heal 1d4 at the start of your turn if standing in water.
Woe: Heal 1d4 when an enemy fails one of your saving throws.
Heat set[edit | edit source]
The Heat Set is a set of equipment that helps the user with Heat (Condition). Synergizes with items from the Fire set, which are not duplicated here.
Cinder Shoes: whenever you inflict Burning on an enemy, you gain 2 turns of Heat.
Fireheart: whenever you take Fire damage dealt by another creature, you gain 2 turns of Heat.
Hellfire Greataxe: whenever you deal damage with this weapon, you gain 2 turns of Heat. Deals an additional 1d6 damage. May use the weapon action.
Ring of Self Immolation: can cast to gain Heat for 2 turns.
Thermoarcanic Gloves: whenever you deal Fire damage, you gain 2 turns of Heat.
Thermodynamo Axe: whenever you deal damage with this weapon, you gain 2 turns of Heat.
Luminous set[edit | edit source]
The Luminous set is a set of equipment that inflicts
when the wearer deals damage. Synergizes with radiant set.Coruscation Ring: when the wearer deals spell damage while illuminated by a light source, they also inflict Radiating Orb upon the target for 2 turns.
Fabricated Arbalest: fire an Illuminating Shot which deals 1 turn of Radiating Orb upon the target.
Luminous Armour: when the wearer deals Radiant damage, they cause a Radiant Shockwave, which inflicts 2 turns of Radiating Orb.
Luminous Gloves: when the wearer deals Radiant damage, the target receives 2 turns of Radiating Orb.
The Sacred Star: on a hit, inflict 1 turn of Radiating Orb upon the target.
Obscured set[edit | edit source]
Obscured is a set of equipment that primarily benefits from the wearer or their target being lightly or heavily obscured. It overlaps somewhat with the Dark Justiciar Set, but items from that list are not duplicated here.
Covert Cowl : makes the wearer's critical hits more likely when they are obscured.
Knife of the Undermountain King : Gives advantage on attack rolls against obscured targets.
Least Expected : increases attack rolls while obscured.
Penumbral Armour : provides a +3 bonus to stealth checks while obscured.
Ring of Twilight : provides a +1 bonus to armour class while obscured.
Shadeclinger Armour : grants advantage on saving throws while obscured.
Shadow Blade (weapon) : grants the wielder advantage on attacks against obscured targets.
Shadow-Cloaked Ring : causes the wearer's weapon and unarmed attacks to deal an additional 1d4 damage against obscured creatures.
The Shadespell Circlet : grants a +1 bonus spell save DC when the wearer is obscured .
Reverberation set[edit | edit source]
The Reverberation set are items which inflict or interact with Thunder set.
. Synergizes with items from theBoots of Stormy Clamour: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of .
Gloves of Belligerent Skies: When the wielder deals , , or damage, apply 2 turns of to the target(s).
Markoheshkir: Grants which can grant : When you deal spell damage, inflict 2 turns of upon the target. [As well as other benefits]
Ring of Absolute Force: If the wearer bears the Absolute's brand, they deal 1 additional Thunder damage with Thunder damage spells and attacks. [Currently works even if the wearer is not branded]
Ring of Spiteful Thunder: When the wearer deals damage to a creature, it becomes unless it succeeds a Constitution Saving Throw.
Spineshudder Amulet: When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of on the target(s).
Thunderskin Cloak: When a creature with deals damage to the wearer, the creature needs to make a Constitution Saving Throw or become .
Sparkstruck set[edit | edit source]
The Sparkstruck set consists of of items which grant or interact with Lightning Charges. Synergizes with items from the Lightning set, which are not duplicated here.
The Blast Pendant: Once per Long Rest you may focus the electricity in your veins as a
Bonus Action. Your next lightning spell or cantrip deals additional damage equal to your remaining Lightning Charges. On a hit, all of your Lightning Charges are consumed.
The Joltshooter: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
The Jolty Vest: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a Dexterity Saving Throw or become .
The Lifebringer: 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.
The Protecty Sparkswall: The wearer has +1 to
Armour Class and
Saving throws as long as they have Lightning Charges.
The Real Sparky Sparkswall: Grants the Lightning Aura
Action, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies.
The Sparkle Hands: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges, and attacks against metal constructs and foes wearing metal armour gain Advantage.
The Sparkswall: Shields the wearer from Lightning, giving Lightning Resistance. This item is useful with the The Watersparkers as it enables the wearer to stand in water and not be affected by the lightning effect added to the puddle.
The Sparky Points: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
The Speedy Lightfeet: When the wearer dashes or takes a similar action in combat, they gain 3 Lightning Charges.
The Spellsparkler: When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges.
The Watersparkers: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.
Unarmed set[edit | edit source]
The unarmed set enhances unarmed attacks. The Kushigo set and Soul set are part of this set, but they are not duplicated here. See also List of features and items that interact with unarmed strikes and Monk set.
Corellon's Grace: Gain + 1 to unarmed attack and damage rolls.
Flawed Helldusk Gloves: Unarmed attacks deal an additional 1d4 damage, and can possibly inflict .
Gauntlet of the Tyrant: Unarmed attacks deal an additional 1d4 damage.
Gloves of Cinder and Sizzle: Unarmed attacks deal an additional 1d4 damage.
Gloves of Crushing: Unarmed attacks deal an additional 2 damage and gain a + 1 bonus to attack rolls.
Helldusk Gloves: Unarmed attacks deal an additional 1d6 damage, and can possibly inflict .
Horns of the Berserker: Unarmed and melee weapon attacks deal an additional 2 damage if the wearer is not at full hp.
Scabby Pugilist Circlet: Your weapon and unarmed attacks deal an additional 2 damage while surrounded by 2 or more foes.
Seraphic Pugilist Gloves: Unarmed attacks deal an additional 1d4 damage.
Servitor of the Black Hand Gloves: Unarmed attacks deal an additional 1d4 damage.
Shadow-Cloaked Ring: Weapon and unarmed attacks deal an additional
1d4 damage against or creatures and creatures made of shadow.
Snow-Dusted Monastery Gloves: Unarmed attacks deal an additional 1d4 damage.
The Sparkle Hands: Gain 2 on each unarmed attack.
Thunderpalm Strikers: Unarmed attacks deal an additional 1d4 damage.
Wrath set[edit | edit source]
The Wrath set is a set of equipment that generates Enraging Heart Garb: while Raging, the wearer generates 2 turns of .
Cap of Wrath: during combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turn.
Bloodguzzler Garb: when an enemy damages the wearer, the wearer gains Wrath for 1 turn.
Linebreaker Boots: when the wearer Dash or takes a similar action during combat, they gain Wrath for 2 turns.