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List of equipment sets/Game mechanics
This page lists equipment sets related to various gameplay mechanics such as healing, reverberation, unarmed combat, and so on.
See also: Category:Equipment sets (Game mechanics)
Healing sets[edit | edit source]
General healing items[edit | edit source]
Healing items are equipment which increases the effects of healing, offers bonuses when the wearer heals or is healed, and provide ways to heal allies or grant them temporary hit points. These items interacts with those in the Self-Heal set, which is not duplicated here.
- : Cast Heroism once per long rest.
- : Cast Healing Word and Mass Healing Word once per long rest.
- : Cast Selûne's Dream once per long rest.
- : May use Giant Form once per short rest.
- : Grants 3 temporary hit points upon healing.
- : Using Bardic Inspiration on an ally heals them for 1d6hit points.
- : May use Healing Incense Aura once per long rest.
- : Grant nearby allies temporary hit points equal to their Charisma modifier when you kill an enemy.
- : Grants Blade Ward to healed creature.
- : Remove Poisoned when healing.
- : Heal an additional 2hit points when healing.
- : Heal 2d6hit points when you reach 0 hp. Allies heal 1d6hit points. Once per long rest.
- : Grants Blade Ward upon healing. Grant Death Ward when Reviving. Cast Revivify once per long rest.
- : Bless allies when healing.
- : Heal yourself 1d6hit points when healing another.
- : Automatically Disengage when healing.
- : Cast Beacon of Hope once per long rest.
Self-Heal items[edit | edit source]
Self-Heal items are equipment which help with healing and / or provide temporary hit points to the wearer. Some items also grant additional benefits when healed. These items interact with the Healing set, which is not duplicated here.
- : Cast Aid on yourself once per long rest.
- : Rise at half hit points when Downed, but be cursed with Shadow Possession.
- : Heal 2d4hit points at the start of your turn while Drunk.
- : Heal 1d4hit points when standing on Plant Growth or Vines.
- : Gain 22 temporary hit points and take 1 less damage in Wild Shape.
- : Gain 4 temporary hit points when you use Bardic Inspiration on an ally.
- : Gain 15 temporary hit points when entering Rage.
- : Deal an additional 1d6Poison with weapon attacks after receiving healing.
- : Heal 1d4hit points when an enemy fails an INT, CHA, or WIS save against your spells.
- : Heal 1d4hit points when Poisoning a foe.
- : Gain temporary hit points equal to your CON mod at the start of your turn.
- : Heal 1d10hit points on an unarmed hit once per turn.
- : Gain 8 temporary hit points when you take damage while below 50% hit points once per short rest.
- : Heal 2hit points at the start of your turn.
- : Gain temporary hit points equal to your Charisma modifier when you apply a condition with a Smite spell.
- : Heal 1d6hit points and deal an additional Necrotic damage equal to your proficiency bonus.
- : Cast Armour of Agathys once per long rest.
- : Cast Aid on yourself once per long rest.
- : Restore the maximum number of possible hit points when healed.
- : Gain temporary hit points equal to your CHA mod at the start of your turn.
- : Heal 1d4hit points when succeeding a saving throw.
- : Gain 15 temporary hit points when choosing to End Rage.
- : May use Scarlet Regeneration once per long rest.
- : Heal 1d4hit points at the start of your turn.
- : Heal 1d6hit points when succeeding a saving throw.
- : Heal 1d6hit points on hit, but may go mad if not attacking.
- : Cast Aid on yourself once per long rest.
- : Deal an additional 10Necrotic damage on a critical hit and gain 10 temporary hit points.
- : When the wearer gains Lightning Charges, they also gain 3 temporary hit points. The temporary hit points disappear if the wearer runs out of Lightning Charges.
- : Heal 1d4hit points when succeeding a saving throw.
- : Gain 8 temporary hit points when casting a concentration spell.
- : Gain 8 temporary hit points when you cast a spell in melee.
- : Heal 1d4hit points at the start of your turn if standing in water.
- : Heal 1d4hit points when an enemy fails one of your saving throws.
Heat items[edit | edit source]
Heat items are equipment which help the user with Heat (Condition). They synergize with items from the Fire set, which are not duplicated here.
- : whenever you inflict Burning on an enemy, you gain 2 turns of Heat.
- : whenever you take Fire damage dealt by another creature, you gain 2 turns of Heat.
- : whenever you deal damage with this weapon, you gain 2 turns of Heat. Deals an additional 1d6Fire damage. May use the Hellflame Cleave weapon action.
- : can cast Self Immolation to gain Heat for 2 turns.
- : whenever you deal Fire damage, you gain 2 turns of Heat.
- : whenever you deal damage with this weapon, you gain 2 turns of Heat.
Hiding items[edit | edit source]
Hiding items are equipment which enhance Hiding. They synergize with items from the Dark Justiciar set and Obscured set, which are not duplicated here.
- : Deal an additional 1d6Necrotic when Hiding.
- : Possibly inflict Burning when attacking while Hiding or Invisible.
- : Chance to inflict Bleeding when Hiding or Invisible.
- : Increase your chance to to land a Critical Hit when Hiding.
Luminous items[edit | edit source]
Luminous items inflict Radiating Orb when the wearer deals Radiant damage. They synergize with Radiant set.
- : when the wearer deals spell damage while illuminated by a light source, they also inflict Radiating Orb upon the target for 2 turns.
- : fire an Illuminating Shot which deals 1 turn of Radiating Orb upon the target.
- : when the wearer deals Radiant damage, they cause a Radiant Shockwave, which in turn inflicts 2 turns of Radiating Orb.
- : when the wearer deals Radiant damage, the target receives 2 turns of Radiating Orb.
- : on a hit, inflict 1 turn of Radiating Orb upon the target.
Obscurity items[edit | edit source]
Obscurity items primarily benefit from either the wearer or their target being lightly or heavily obscured. Obscurity items also include those which grant magical darkvision and blindness immunity, as they enhance what can be done in obscured areas. These items overlap somewhat with the Dark Justiciar Set, but items from this set are not duplicated here.
- : Create a fog cloud upon Disengaging
- : makes the wearer's critical hits more likely when they are obscured.
- : Magical darkvision and blind immunity
- : Cast Fog Cloud once per long rest.
- : Magical darkvision and blind immunity
- : Gives advantage on attack rolls against obscured targets. May use Shadowsoaked Blow.
- : Gives advantage on attack rolls against obscured targets.
- : increases attack rolls while obscured.
- : provides a +3 bonus to stealth checks while obscured.
- : provides a +1 bonus to armour class while obscured.
- : grants advantage on saving throws while obscured.
- : Cast Shadow Blade once per short rest.
- : grants the wielder advantage on attacks against obscured targets.
- : causes the wearer's weapon and unarmed attacks to deal an additional 1d4 damage against obscured creatures.
- : Gives advantage on attack rolls against obscured targets. Magical darkvision and blind immunity. Deal an additional 1d6Piercing to obscured targets. May use Edge of Darkness.
- : Magical darkvision and blind immunity
- : grants a +1 bonus spell save DC when the wearer is obscured.
- : Gain advantage on Stealth checks while obscured.
Reverberation items[edit | edit source]
Reverberation items inflict or interact with Reverberation. They synergize with items from the Thunder set.
- : When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of Reverberation.
- : When the wielder deals Radiant, Lightning, or Thunder damage, apply 2 turns of Reverberation to the target(s).
- : Grants Kereska's Favour which can grant Bone-shaking Thunder: When you deal spell damage, inflict 2 turns of Reverberation upon the target. [As well as other benefits]
- : If the wearer bears the Absolute's brand, they deal 1 additional Thunder damage with Thunder damage spells and attacks. [Currently works even if the wearer is not branded]
- : When the wearer deals Thunder damage to a Reverberating creature, it becomes Dazed unless it succeeds a Constitution Saving Throw.
- : When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of Reverberation on the target(s).
- : When a creature with Reverberation deals damage to the wearer, the creature needs to make a Constitution Saving Throw or become Dazed.
Sparkstruck set[edit | edit source]
The Sparkstruck set consists of items which grant or interact with Lightning Charges. They synergize with items from the Lightning set, which are not duplicated here.
- : Once per Long Rest you may focus the electricity in your veins as a Bonus Action. Your next lightning spell or cantrip deals additional Lightning damage equal to your remaining Lightning Charges. On a hit, all of your Lightning Charges are consumed.
- : When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
- : When the wearer takes damage while having Lightning Charges, the attacker must succeed on a Dexterity Saving Throw or become Shocked.
- : When the wearer gains Lightning Charges, they also gain 3 temporary hit points. The temporary hit points disappear if the wearer runs out of Lightning Charges.
- : The wearer has +1 to Armour Class and Saving throws as long as they have Lightning Charges.
- : Grants the Lightning Aura Action, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies.
- : On a hit with an unarmed attack, the wearer gains 2 Lightning Charges, and attacks against metal constructs and foes wearing metal armour gain Advantage.
- : Shields the wearer from Lightning, giving Lightning Resistance. This item is useful with the The Watersparkers as it enables the wearer to stand in water and not be affected by the lightning effect added to the puddle.
- : When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
- : When the wearer dashes or takes a similar action in combat, they gain 3 Lightning Charges.
- : When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges.
- : If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.
Unarmed items[edit | edit source]
Unarmed items enhance unarmed attacks. The Kushigo set and Soul set are part of this set, but are not duplicated here. See also the List of features and items that interact with unarmed strikes and the Monk set.
- : Gain + 1 to unarmed attack and damage rolls.
- : Unarmed attacks deal an additional 1d4Necrotic damage, and can possibly inflict Bleeding.
- : Unarmed attacks deal an additional 1d4Force damage.
- : Unarmed attacks deal an additional 1d4Fire damage.
- : Unarmed attacks deal an additional 2Bludgeoning damage and gain a + 1 bonus to attack rolls.
- : Unarmed attacks deal an additional 1d6Necrotic damage, and can possibly inflict Bleeding.
- : Unarmed and melee weapon attacks deal an additional 2Necrotic damage if the wearer is not at full hp.
- : Your weapon and unarmed attacks deal an additional 2 damage while surrounded by 2 or more foes.
- : Unarmed attacks deal an additional 1d4Radiant damage.
- : Unarmed attacks deal an additional 1d4Force damage.
- : Weapon and unarmed attacks deal an additional
1d4 damage against Lightly or Heavily Obscured creatures and creatures made of shadow. - : Unarmed attacks deal an additional 1d4Cold damage.
- : Gain 2 Lightning Charges on each unarmed attack.
- : Unarmed attacks deal an additional 1d4Thunder damage.
Wrath set[edit | edit source]
The Wrath set is a set of equipment that generates Wrath, a stacking condition which grants up to +7 melee damage bonus. See also : while Raging, the wearer generates 2 turns of Wrath.
- : during combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turn.
- : when an enemy damages the wearer, the wearer gains Wrath for 1 turn.
- : when the wearer Dash or takes a similar action during combat, they gain Wrath for 2 turns.