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

Callous Glow Ring
RingRing
Callous Glow
The wearer deals an additional 2 points of RadiantRadiant[See: Bugs] damage against creatures that are illuminated.

Daredevil Gloves
GlovesGloves (Non-Armour)
Doom Lobber
The wearer gains a +1 bonus to Spell Attack Rolls.
Daredevil ProximityDaredevil 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
HeadgearHeadgear (Non-Armour)
Synergetic Moments
When you inflict a condition, gain Arcane SynergyArcane Synergy for 2 turns.[See: Bugs]

Ironwood Club
Main Hand MeleeMain Hand Melee (Club)

Ironvine Shield
Off-Hand MeleeOff-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 PiercingPiercing Damage equal to the wielder's Wisdom modifier.

Elven Chain
ArmourArmour (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
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 Baneful Striking
GlovesGloves (Non-Armour)
Baneful Strike
Whenever you deal damage with a weapon attack, the target receives a -1d4 penalty to its Saving throw against your next spell.

Gloves of Battlemage's Power
GlovesGloves (Non-Armour)
Battlemage's Power
When you hit a target with a spell or cantrip that uses a weapon, you gain Arcane Acuity Arcane Acuity.

Hat of Uninhibited Kushigo
HeadgearHeadgear (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
ArmourArmour (Heavy Armour)
FlyFly (Bonus Action)
Cast as a level 3 spell (Recharge: Long rest 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 (Orthonic) Burning (Orthonic) for 3 turns.
Prime Aegis of Fire
You have Resistance to FireFire damage and cannot be Burned Burned. You take 3 less damage from all sources.

Helmet of Arcane Acuity
HeadgearHeadgear (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 MeleeMain 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: CambionPlanar Ally: Cambion (Action + Level 6 Spell Slot)
Cast as a level 6 spell (Recharge: Long rest Recharge: Long rest.)

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

Ring of Elemental Infusion
RingRing
Elemental Infusion
When you deal AcidAcid, ColdCold, FireFire, LightningLightning, or ThunderThunder damage using a Spell or a Cantrip, that element infuses your weapon. Until the end of your next turn, you deal an additional 1d4 damage of that element on your first successful weapon attack.

Sorrow
Main Hand MeleeMain Hand Melee (Glaive)
Sorrowful LashSorrowful Lash (Bonus Action)
Cast as a cantrip (Recharge: Per turn Recharge: Per turn.)

Spellthief
Main Hand RangedMain 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
RingRing
Strange Conduit
When Concentrating on a spell, the wearer's weapon attacks deal an additional 1d4PsychicPsychic damage.

Sylvan Scimitar
Main Hand MeleeMain 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 MeleeMain Hand Melee (Scimitar)
Poisonous Synergy
While concentrating, your melee weapon attacks deal an additional 1d4PoisonPoison.
Ensnaring Strike (Melee)Ensnaring Strike (Melee) (Action + Bonus Action + Level 1 Spell Slot)
Cast as a level 1 spell (Recharge: Long rest Recharge: Long rest.)

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