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Helldusk set

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Helldusk armour is a set of equipment that revolves around resisting and dealing Fire damage. It is forged from Infernal Iron or Infernal Alloy.

Flawed[edit section | visual editor]

The flawed set variant is a proper set of Helldusk items which can be produced by Dammon if he is given Infernal Iron or Infernal Alloy. The order in which Dammon gives the party the pieces is: Flawed Helldusk Armour; Flawed Helldusk Helmet; and finally the Flawed Helldusk Gloves. Dammon apprenticed under Carixim.

Name Slot Effect

Flawed Helldusk Armour
Armour Armour (Heavy Armour)
Lesser Infernal Retribution
When you are hit by a foe within 2 m (7 ft), it might take 1d4⁠Fire⁠Fire damage.
Superior Plate
You take 1 less Piercing⁠Piercing damage.

Flawed Helldusk Helmet
Headgear Headgear (Medium-Armour)
Magical Durability
The wielder has a +2 bonus to Saving Throw Saving Throws against spells.

Flawed Helldusk Gloves
Gloves Gloves (Non-Armour)
Lesser Infernal Touch
Your weapon attacks deal an additional 1d4⁠Fire⁠Fire damage. Your unarmed attacks deal an additional 1d4⁠Necrotic⁠Necrotic damage, and can possibly inflict Bleeding Bleeding.

Non-flawed[edit section | visual editor]

The non-flawed (or perfect) variants of the Helldusk set is a proper set of original Helldusk items made by Carixim. Items in this set have more powerful effects but are either harder to acquire or can only be obtained later in the game.

Name Slot Effect

Helldusk Armour
Armour Armour (Heavy Armour)
Fly Fly (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 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.

Helldusk Boots
Footwear Footwear (Non-Armour)
Hellcrawler Hellcrawler (Bonus Action)
Teleport to an area and deal 2d8FireFire damage where you land. The impact blast spreads in a 3 m / 10 ft zone. (Recharge: Short rest Recharge: Short rest.)
Steadfast
You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult Terrain Difficult Terrain.
Infernal Evasion
When you fail a Saving Throw Saving Throw, you may use your  Reaction to succeed instead.

Helldusk Gloves
Gloves Gloves (Non-Armour)
Rays of Fire Rays of Fire (Action)
Hurl 3 rays of fire. Each ray deals 3d6⁠Fire⁠Fire damage. (Recharge: Short rest Recharge: Short rest.)
Infernal Acuity
You gain +1 bonus to Spell Attack Rolls and Spell Save DC.
Infernal Touch
Your weapon attacks deal an additional 1d6⁠Fire⁠Fire damage. Your unarmed attacks deal an additional 1d6⁠Necrotic⁠Necrotic damage, and can possibly inflict Bleeding Bleeding.

Helldusk Helmet
Headgear Headgear (Non-Armour)
Immolating Gaze Immolating Gaze (Action)
Sear and Frighten Frighten a target with nothing but your glower. (Recharge: Short rest Recharge: Short rest.)
Infernal Sight
You can see in magical[See: Bugs] and ordinary darkness up to a range of 12 m (40 ft). You cannot be Blinded Blinded.
Magical Durability
The wielder has a +2 bonus to Saving Throw Saving Throws against spells.