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Gish (hybrid) set

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The Gish (hybrid) set comprises of equipment that benefits both spellcasters and martial characters. Items that boost Initiative Initiative, Critical hit, off-hand attacks, all attack rolls (thereby including the Sparkstruck set), and grant advantage to all attacks are part of this set, but are not duplicated here.

Name Slot Effect

Band of the Mystic Scoundrel

Ring Ring
Illusion Quickening
After hitting a creature with a weapon attack, you can cast illusion or enchantment spells as a Bonus action.

Callous Glow Ring

Ring Ring
Callous Glow
The wearer deals an additional 2 points of Damage TypesRadiant damage against creatures that are illuminated.

Daredevil Gloves

Gloves Gloves (Non-Armour)
Doom Lobber
The wearer gains a +1 bonus to Spell Attack Rolls.
Daredevil Proximity Daredevil Proximity
Your Ranged Spell Attacks are made as melee spell attacks when you are adjacent to a hostile creature. This effect can be toggled off.

Diadem of Arcane Synergy

Headgear Headgear (Non-Armour)
Synergetic Moments
When you inflict a condition, gain Arcane Synergy Arcane Synergy for 2 turns.

Ironwood Club

Main Hand Melee Main Hand Melee (Club)

Ironvine Shield

Off-Hand Melee Off-Hand Melee (Shield)
Ironvine
While the wielder is holding a weapon empowered with Shillelagh Shillelagh, and when they are hit by a melee attack, the attacker takes Damage TypesPiercing Damage equal to the wielder's Wisdom modifier.

Elven Chain

Armour Armour (Medium Armour)
Elven Chain
You are considered Proficient with this armour while wearing it.
Elven Agility
The wearer has a +2 bonus to Initiative Rolls and Advantage Icon.png Advantage on Dexterity Saving throws.

Gauntlet of the Tyrant

Gloves Gloves (Non-Armour)
Command Command ()
Cast as a level 3 spell ( Recharge: Long rest.)
Enervating Suffusion
Your unarmed attacks deal an additional 1d4Damage TypesForce damage.
High Spellcasting
You gain a +1 bonus to Spell Save DC.

Gloves of Baneful Striking

Gloves Gloves (Non-Armour)
Baneful Strike
Whenever you deal damage with a weapon attack, the target receives a D4 Piercing.png -1d4 penalty to its Saving throw against your next spell.

Gloves of Battlemage's Power

Gloves Gloves (Non-Armour)
Battlemage's Power
Whenever your Weapon Attack roll inflicts a condition, you gain Arcane Acuity Arcane Acuity.

Hat of Uninhibited Kushigo

Headgear Headgear (Non-Armour)
Lay Bare Their Weakness
After dealing damage with an unarmed attack, the wearer gains a +1 bonus to their spell save DC until the end of their turn.

Helldusk Armour

Armour Armour (Heavy Armour)
Fly (bonus action) Fly ()
Cast as a level 3 spell ( Recharge: Long rest.)
Helldusk Armour
You are considered Proficient with this armour while wearing it.
Infernal Retribution
When you succeed a Saving throw, the caster receives Burning Burning for 3 turns.
Prime Aegis of Fire
You have Resistance to Damage TypesFire damage and cannot be Burned Burned. You take 3 less damage from all sources.

Helmet of Arcane Acuity

Headgear Headgear (Light Armour)
Battle Acuity
Whenever you deal damage with a weapon attack, you gain Arcane Acuity Arcane Acuity for 2 turns.

Infernal Rapier

Main Hand Melee Main Hand Melee (Rapier)
High Spellcasting
You gain a +1 bonus to Spell Save DC.
Melee Caster
Instead of its Dexterity Modifier, the affected entity add its Spellcasting Ability Modifier to Attack rolls.
Planar Ally: Cambion Planar Ally: Cambion ()
Cast as a level 6 spell ( Recharge: Long rest.)

Ring of Arcane Synergy

Ring Ring
Synergetic Cantrips
When you deal damage with a Cantrip, you gain Arcane Synergy Arcane Synergy for 2 turns.

Ring of Elemental Infusion

Ring Ring
Elemental Infusion
When you deal Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage using a Spell or a Cantrip, that element infuses your weapon.

Until the end of your next turn, you deal an additional D4 Slashing.png 1d4 damage of that element on your first successful weapon attack.


Sorrow

Main Hand Melee Main Hand Melee (Glaive)
Sorrowful Lash Sorrowful Lash ()
Cast as a cantrip ( Recharge: Per turn.)

Spellthief

Main Hand Ranged Main Hand Ranged (Longbow)
Arcane Vehemence
Once per Short Rest, you regain a Level 1 spell slot when you land a Critical Hit with the Spellthief.

Strange Conduit Ring

Ring Ring
Strange Conduit
When Concentrating on a spell, the wearer's weapon attacks deal an additional 1d4Damage TypesPsychic damage.

Sylvan Scimitar

Main Hand Melee Main Hand Melee (Scimitar)
Melee Caster
Instead of its Dexterity Modifier, the affected entity add its Spellcasting Ability Modifier to Attack rolls.

Thorn Blade

Main Hand Melee Main Hand Melee (Scimitar)
Poisonous Synergy
While concentrating, your melee weapon attacks deal an additional 1d4Damage TypesPoison.
Ensnaring Strike (Melee) Ensnaring Strike (Melee) ()
Cast as a level 1 spell ( Recharge: Long rest.)

Vivacious Cloak

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