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List of equipment sets/Damage types
This page lists equipment sets related to the various damage types in the game.
See also: Category:Equipment sets (Damage types)
Elemental set[edit section | visual editor]
The elemental set confers bonuses when dealing elemental (Acid, Cold, Fire, Lightning, or Thunder) damage or adds additional elemental damage. As such, this set synergizes with items from the Acid set, Cold set, Fire set, Lightning set, and Thunder set, which are not duplicated here. Many items benefit from using a mix of spell and weapon attacks.
It consists of the following pieces:
- : When the wearer stands in certain surfaces and casts a spell that deals damage, the target also suffers the surface's effects.
- : Grants Momentum whenever the wearer deals elemental damage with a spell or cantrip.
- : Allows the wearer to absorb a small amount of magical damage, and add it to their next weapon attack.
- : Allows the wearer to absorb a small amount of magical damage, and add it to their next weapon attack.
- : Become resistant to an element after dealing its associated damage.
- : Cast Draconic Elemental Weapon once per long rest.
- : Inflicts conditions when Acid, Cold, or Fire damage is dealt.
- : Cast Kereska's Favour once per short rest.
- : adds the Spellcasting Modifier to the damage when the wearer uses elemental damage with a cantrip.
- : Adds elemental damage to the wearer's next weapon attack, after dealing elemental damage with a spell.
Acid set[edit section | visual editor]
The Acid set is a set of equipment that helps the user deal or resist Acid damage. Syngerizes with items from the Elemental set, which are not duplicated here. It consists of the following pieces:
- : Your weapon attacks also deal 2 Acid damage.
- : Use Corrosive Strike once per short rest.
- : Whenever a creature deals melee damage to the wearer, that creature takes 1d4 Acid damage.
- : When the wearer deals Acid damage, they also inflict Noxious Fumes on the target(s).
- : Cast Melf's Acid Arrow once per long rest.
- : Acidic surfaces don't affect you, and you are Resistant to Acid damage.
Cold set[edit section | visual editor]
The Frost set is a set of equipment that helps the user deal Cold damage and inflict the conditions Encrusted with Frost or Wet. Syngerizes with items from the Elemental set, which are not duplicated here. It consists of the following pieces:
- : Cast Fire Shield: Chill once per long rest.
- : Deal 1d4Cold damage on hit. Inflict Chilled when a creature misses you with an attack.
- : Applying any condition can apply Encrusted with Frost (Condition).
- : Can cast the Ice Knife spell.
- : Cannot fall Prone (Condition) while traversing icy terrain.
- : Resistance to Cold damage and cast Armour of Agathys.
- : When the wearer deals Cold damage, they deal 1 more Cold damage and can also inflict Chilled on the target(s).
- : Unarmed attacks deal 1d4Cold damage, can cast Ice Knife spell.
- : Create a 4.5m (15ft) circle of ice around the target(s) when dealing Cold damage.
- : Deal an additional 1d6Cold. May use Hiemal Strike. Exploit only.
- : Inflict Wet on hit.
- : Deal 1d4Cold damage on hit.
- : Cold damage inflicts 2 turns of Encrusted with Frost upon the target(s).
Fire set[edit section | visual editor]
The Fire Set is a set of equipment that deals or receives Fire damage and interacts with the Burning condition. Synergizes with items from the Heat Set, Helldusk Set and Elemental set, which are not duplicated here.
- : Deal an additional 1d6Fire damage. Gain access to Overheat.
- : Inflicts Burning on any foe within 2m / 7ft that damages the wearer.
- : Cast Scorching Ray once per long rest.
- : Deal an additional 1d4Slashing to Burning targets.
- : Cast Fire Shield once per long rest. Also grants resistance to Fire damage.
- : Deal an additional 1d4Fire damage.
- : Deal an additional 1d6Fire to plants, myconids, and small creatures.
- : Deal an additional 1d4Slashing to Burning targets.
- : Cast Fire Shield (Warm) as a level 4 spell. Also grants resistance to Fire damage.
- : Unarmed attacks deal an additional 1d4Fire damage. Cast Scorching Ray as a level 3 spell once per long rest.
- : When the wearer deals Fire damage, the target has to succeed a Constitution saving throw or start Burning.
- : Deal an additional 1d4Fire damage. Gain access to the Fire Bolt cantrip.
- : Gain 2 stacks of Arcane Acuity each time you deal Fire damage.
- : Possibly inflict Burning when attacking while Hiding or Invisible. Cast Scorching Ray at level 3 once per short rest.
- : Gain access to the Fire Bolt cantrip. May cast Fireball once per long rest. Ranged Spell Attack + 1. Also grants resistance to Fire damage.
- : Cast Fire Shield (Warm) as a level 4 spell. Also grants resistance to Fire damage.
- : Deal an additional 1d4Fire damage. On a hit, the target starts Burning unless it succeeds a Constitution Saving Throw.
- : On a successful saving throw against a foe's spell, deal 1d4 + proficiency bonus Fire damage to them. Also grants resistance to Fire damage.
- : Gain an additional Bonus Action when you cast a non-cantrip Fire spell.
- : May use the Searing Blood weapon action once per short rest.
- : Deal an additional 1d6Fire damage. Gain the Scorching Strike weapon action.
- : Increase AC by 1 and deal 1d6Fire when a creature misses you. Once per short rest.
- : Cast Searing Smite once per long rest.
- : Gain access to the cantrip Firebolt?.
Force set[edit section | visual editor]
The Force set is a set of equipment that helps the user deal Force damage and gain the Force Conduit condition.
- : Deal an additional 1d4Force damage.
- : Deal an additional 1d6Force damage when you land a Critical Hit.
- : Deal an additional 1d4Force damage on each hit. Lasts for one turn and is once per short rest.
- : Deal an additional 1d6Force damage and push the target once per short rest.
- : Activating Step of the Wind empowers your next attack with advantage and 1d8Force damage.
- : Unarmed attacks deal an additional 1d4Force damage.
- : Unarmed attacks deal an additional 1d10Force damage.
- : Deal an additional 1d4Force damage.
- : Cast Spiritual Weapon at level 6 once per long rest.
- : Attacks deal Force instead of Piercing damage. Cast Magic Missile at level 3 once per long rest.
- : Cast Magic Missile once per long rest. Shoot an additional Magic Missile dart each cast.
- : Gain 2 turns of Force Conduit when taking Slashing, Piercing, or Bludgeoning damage.
- : Unarmed attacks deal an additional 1d4Force damage.
- : Cast Spiritual Weapon at level 6 once per long rest.
- : Sneak Attack deals an additional 1d4Force damage.
- : Gain 1 turn of Force Conduit at the start of the turn.
- : Gain 2 turns of Force Conduit when you deal melee damage.
- : Deal 2d4Force damage and possibly knock an enemy Prone when hit with a melee attack.
- : Deal an additional 2d4Force damage to constructs and objects.
Lightning set[edit section | visual editor]
The Lightning set is a set of equipment that helps the user deal or resist Lightning damage. Synergizes with items from the Sparkstruck set, Reverberation set and Elemental set, which are not duplicated here.
- : Warlocks and Eldritch Knights deal an additional 1d6Lightning damage when bound to this weapon.
- : Deal an additional 1d8Lightning damage. Gain the Electrified Flail weapon action. Exploit only.
- : Gain resistance to Lightning once per short rest.
- : Cast Lightning Arrow at level 4 once per long rest.
- : Deal an additional 1d6Lightning damage. May stun yourself unless you are a Construct.
- : May Shock target on hit. Deal an additional 1d4Lightning damage when thrown.
Necrotic set[edit section | visual editor]
The Necrotic set is a set of equipment that helps the user deal or resist Necrotic damage. Synergizes with items from the Dark Justiciar Set, Helldusk Set and the Blackguard Set, which are not duplicated here. The set consists of the following pieces:
- : Deal 1d6Necrotic against targets that have not taken a turn.
- : Increases Necrotic spell save DC and damage by 1.
- : May use Bloodletting once per short rest. Bugged.
- : Deals an additional 1d4Necrotic to creatures that are Knocked Out or Sleeping.
- : May use Incise Ligaments once per short rest. Bugged.
- : Become resistant to an Necrotic after dealing Necrotic damage.
- : Deal an additional 1d4Necrotic damage.
- : Cast Create Undead as a level 6 spell once per long rest.
- : Deal an additional 1d6Necrotic damage while hidden.
- : Deal an additional 1d4Necrotic damage. Use a reaction to add Necrotic equal to your proficiency bonus.
- : Unarmed attacks deal an additional 1d4Necrotic damage and may inflict Bleeding.
- : Deal additional Necrotic equal to your proficiency bonus and prevent healing once per short rest.
- : Deal an additional 1d4Necrotic damage. Cast Arms of Hadar at level 3 once per long rest.
- : Heal 1d6Hit Points and deal an additional Necrotic damage equal to your proficiency bonus.
- : Unarmed and melee weapon attacks deal an additional 2Necrotic damage if the wearer is not at full hp.
- : Deal an additional 1d6Necrotic damage to nearby creatures, including yourself. Grants Necrotic Resistance.
- : Deal an additional 1d10Necrotic damage. Exploit only.
- : Deal an additional 1d6Necrotic damage.
- : Gain Resistance to Necrotic damage.
- : Deal an additional 1d4Necrotic damage.
- : Deal an additional 1d4Necrotic damage. Enemies have disadvantage on saves against necromancy spells. Killing an enemy with a spell grants Life Essence.
- : Deal an additional 1d4Necrotic damage.
- : Deal an additional 10Necrotic damage on a critical hit and gain 10 temporary hit points.
- : Cast Wounding Ray as a level 3 spell once per long rest.
- : Deal an additional 1d4Necrotic damage.
- : May use Trephination once per short rest. Bugged.
- : Cast Blight as a level 4 spell once per long rest.
Poison set[edit section | visual editor]
The Poisoner's set is a set of equipment that helps the user do Poison damage or inflict Poisoned.
- : Grants the wielder the Poison Mist weapon action.
- : May use Bibberbang Spores and Timmask Spores once per long rest. Circle of Spores druids only.
- : Whenever the wearer is healed, their weapon becomes coated in magic and deals an additional 1d6 Poison.
- : Deal an additional 1d4Poison against restrained targets. Drow only.
- : Heal 1d4Hit Points when Poisoning a foe.
- : Deal an additional 2d10Poison damage. Exploit only.
- : Deal an additional 1d6Poison damage.
- : Deal an additional 6Poison damage.
- : Deal an additional 3Poison damage.
- : Deal an additional 3Poison damage.
- : Can inflict Poisoned when dealing poison damage.
- : Grants Virulent Venom, an ability that makes a target Vulnerable to Poison damage.
- : Deal additional poison damage when dealing poison damage with spells.
- : Cast Ray of Sickness once per short rest.
- : May use the Inject Nostrum weapon action once per short rest. Bugged; the weapon action does not appear for the player.
- : Deal an additional 1d4Poison damage while concentrating.
Psychic set[edit section | visual editor]
The Psychic set is a set of equipment that deals or synergizes with Psychic damage and inflicts Mental Fatigue.
- : Deal an additional 1d4Psychic damage. Gain the Crowning Strike weapon action.
- : Cast Fly once per long rest. Githyanki deal 1d4Psychic damage after casting Fly.
- : Deal 2d4Psychic damage in a small aoe when entering Rage.
- : Grants two stacks of Mental Fatigue when dealing Psychic damage.
- : Deal 1d4Psychic damage when you succeed a saving throw.
- : Githyanki deal an additional 1d4Psychic damage.
- : Deal an additional 1d6Psychic damage once per short rest.
- : Deal an additional 1d4Psychic damage.
- : Grants Psychic resistance to githyanki.
- : Deal an additional 1d8Psychic damage when you have advantage.
- : Inflict two stacks of Mental Fatigue when a foe fails a saving throw.
- : Cast Shadow Blade as a level 2 spell once per short rest.
- : Githyanki deal an additional 1d6Psychic damage, gain Psychic resistance, and can use the Soulbreaker weapon action.
- : Deal 2d4Psychic damage when thrown; returns to owner.
- : Weapon attacks deal 1d4Psychic damage while concentrating.
- : Githyanki deal an additional 1d4Psychic damage and can use the Soulbreaker weapon action.
- : Deal an additional 1d6Psychic damage once per short rest.
- : Deal an additional 1d4Psychic damage.
- : Deal an additional 1d4Psychic damage. Cast Wrathful Smite once per long rest.
Radiant set[edit section | visual editor]
The Radiant set is a set of equipment that deals or synergizes with Radiant damage. Synergizes with items from the Luminous set and the Reverberation set, which are not duplicated here.
- : Wearer deals an additional 2 points of Radiant damage against creatures that are illuminated.
- : Deal 4d8Radiant damage on hit. Exploit only.
- : Deal 1d8Radiant damage on hit.
- : May use Bolt of Celestial Light once per short rest. Sheds light.
- : deal 1d4Radiant damage on hit.
- : Chance to deal 1d4Radiant when an enemy misses.
- : Cast Crusader's Mantle once per long rest.
- : While the wearer has Mage Armour, each successful Saving Throw causes the source of the Saving Throw to take 1-4Radiant damage.
- : Deal 1d4Radiant damage on hit. Sheds light.
- : Deal 1d4Radiant damage on hit.
- : Deal 1d4Radiant damage on hit. Cast Guiding Bolt at level 4 once per long rest.
- : Deal 1d4Radiant damage on hit. Sheds light.
- : Cast Sunbeam at level 6 once per long rest. Sheds light.
- : Undead creatures that hit the wearer receive 1d6Radiant.
Thunder set[edit section | visual editor]
The Thunder set comprises of items that deal or interact with Thunder damage. Synergizes with items from the Reverberation set and Elemental set, which are not duplicated here.
- : Deals an extra 1d4Thunder. Cast Thunderous Smite once per short rest.
- : Deals an extra 1d4Thunder. Gain access to the Grand Slam weapon action.
- : When the wearer Jumps, they deal 1d4Thunder in a 3 m / 10 ft radius upon landing.
- : Gain Arcane Acuity when dealing Thunder damage.
- : Deals an extra 1d6Thunder. Deals an additional 3d4Thunder in a radius when thrown.
- : May use Phalar Aluve: Shriek once per short rest.
- : Create a blast with each attack, dealing 1d4Thunder for 3 m (10 ft). Must be Drunk.
- : If the wearer bears the Absolute's Brand, they deal 1 additional Thunder with Thunder damage spells and attacks.
- : Cast Shatter once per short rest.
- : Cast Shatter once per long rest.
- : Your unarmed attacks deal an additional 1d4Thunder damage. Cast Thunderwave once per long rest.






















































































































































































































