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Force set

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The Force set is a set of equipment that helps the user deal ForceForce damage and gain the Force ConduitForce Conduit condition. The set consists of the following pieces:

Name Slot Effect

Breaching Pikestaff
Main Hand MeleeMain Hand Melee (Pike)
  • Deal an additional 1d4ForceForce damage.

Craterflesh Gloves
GlovesGloves (Non-Armour)
Craterous Wounds
Whenever you score a Critical Hit, deal an additional 1d6ForceForceDRS damage.

Crossbow of Arcane Force
Main Hand RangedMain Hand Ranged (Heavy Crossbow)
Arcane Ammunition Arcane Ammunition (Bonus Action)

Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1d4ForceForce damage.


Garb of the Land and Sky
ArmourArmour (Clothing)
Mountainous Poise
While using Patient DefencePatient Defence, you also benefit from the effect of Blade WardBlade Ward.
Breezeswift Speed
While using Step of the WindStep of the Wind, your next Attack rollAttack roll has AdvantageAdvantage and deals an additional 1d8ForceForce damage.

Gauntlet of the Tyrant
GlovesGloves (Non-Armour)
CommandCommand (Action + Level 1 Spell Slot)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Enervating Suffusion
Your unarmed attacks deal an additional 1d4ForceForce damage.
High Spellcasting
You gain a +1 bonus to Spell Save DC.

Gloves of Soul Catching
GlovesGloves (Non-Armour)
Soul Fist
Your unarmed attacks deal an additional 1d10ForceForce damage.
Soul Catching
Once per turn, on an unarmed hit, you regain 10hit pointshit points. Alternatively, you may forego healing to gain a +5 bonus on an Attack rollAttack roll or Saving throwSaving throw until the end of your next turn.[See: Bugs]

Faithbreaker
Main Hand MeleeMain Hand Melee (Warhammer)
Absolute Power Absolute Power (Action)

A surge of Divine energy accompanies your swing. It deals an additional 1d6ForceForce damage and possibly pushes your target back 5 m / 17 ft.


Halberd of Vigilance
Main Hand MeleeMain Hand Melee (Halberd)
  • Deal an additional 1d4ForceForce damage.
Sentinel Weapon
Gain a +1 bonus to Initiative rolls and AdvantageAdvantage on Perception Ability Checks.
Adroit Reflexes
When you make an Attack rollAttack roll as a Reaction, you make it with AdvantageAdvantage.

Harper Sacredstriker
Main Hand MeleeMain Hand Melee (Quarterstaff)
Spiritual WeaponSpiritual Weapon (Bonus Action + Level 2 Spell Slot)
Cast as a level 6 spell (Recharge: Long rest Recharge: Long rest.)

Ne'er Misser
Main Hand RangedMain Hand Ranged (Hand Crossbow)
Magic MissileMagic Missile (Action + Level 1 Spell Slot)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)

Psychic Spark
AmuletAmulet
Magic MissileMagic Missile (Action + Level 1 Spell Slot)
Cast as a level 1 spell (Recharge: Long rest Recharge: Long rest.)
Psychic Missiles
Shoot an additional dart whenever you cast Magic MissileMagic Missile.

Rippling Force Mail
ArmourArmour (Heavy Armour)
Force Absorption
Gain 2 turns of Force ConduitForce Conduit when taking SlashingSlashing, PiercingPiercing, or BludgeoningBludgeoning damage.

Servitor of the Black Hand Gloves
GlovesGloves (Non-Armour)
FearFear (Action + Level 3 Spell Slot)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Enervating Suffusion
Your unarmed attacks deal an additional 1d4ForceForce damage.

Sethan
Main Hand MeleeMain Hand Melee (Greataxe)
Spiritual WeaponSpiritual Weapon (Bonus Action + Level 2 Spell Slot)
Cast as a level 6 spell (Recharge: Long rest Recharge: Long rest.)

Stalker Gloves
GlovesGloves (Non-Armour)
Seldom Caught Unawares
You gain a +1 bonus to Initiative rollsInitiative rolls.
Skullduggery Attack
Your Sneak AttackSneak Attack deals an additional 1d4ForceForceDRS damage.

Swires' Sledboard
Off-Hand MeleeOff-Hand Melee (Shield)
Shield Blow Shield Blow (Reaction)

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

Shield Conduit
The shield shrouds the wearer with Force ConduitForce Conduit at the start of its turn in combat.

The Skinburster
Main Hand MeleeMain Hand Melee (Halberd)
Skinburster Force
When the wielder deals melee damage with this weapon, they gain 2 turns of Force ConduitForce Conduit.

Viconia's Walking Fortress
Off-Hand MeleeOff-Hand Melee (Shield)
Bulwark Rebuke Bulwark Rebuke (Reaction)

When a foe hits you with a melee attack, deal it 2d4ForceForce and possibly knock it Prone Prone.

Reflective Shell Reflective Shell (Bonus Action)

A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.

Warding BondWarding Bond (Action + Level 2 Spell Slot)
Cast as a level 2 spell (Recharge: Long rest Recharge: Long rest.)
Spellguard
You gain AdvantageAdvantage on Saving throwSaving throws against spells. Spell Attack Rolls against you have DisadvantageDisadvantage.

Wulbren's Hammer
Main Hand MeleeMain Hand Melee (Light Hammer)
  • Deal an additional 2d4ForceForce damage to constructs and objects (unlisted)