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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.
- Absolute's Warboard: Cast Heroism once per long rest.
- Amulet of Restoration: Cast Healing Word and Mass Healing Word once per long rest.
- Amulet of Selûne's Chosen: Cast Selûne's Dream once per long rest.
- Balduran's Giantslayer: May use Giant Form once per short rest.
- Boots of Aid and Comfort: Grants 3 temporary hit points upon healing.
- Cap of Curing: Using Bardic Inspiration on an ally heals them for 1d6hit points.
- Devotee's Mace: May use Healing Incense Aura once per long rest.
- Duke Ravengard's Longsword: Grant nearby allies temporary hit points equal to their Charisma modifier when you kill an enemy.
- Hellrider's Pride: Grants Blade Ward to healed creature.
- Herbalist's Gloves: Remove Poisoned when healing.
- Ring of Salving: Heal an additional 2hit points when healing.
- The Blood of Lathander: Heal 2d6hit points when you reach 0 hp. Allies heal 1d6hit points. Once per long rest.
- The Reviving Hands: Grants Blade Ward upon healing. Grant Death Ward when Reviving. Cast Revivify once per long rest.
- The Whispering Promise: Bless allies when healing.
- Wapira's Crown: Heal yourself 1d6hit points when healing another.
- Slippery Chain Shirt: Automatically Disengage when healing.
- Till Death Do Us Part: 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.
- Absolute's Talisman: Cast Aid on yourself once per long rest.
- After Death Do Us Part: Rise at half hit points when Downed, but be cursed with Shadow Possession.
- Amulet of the Drunkard: Heal 2d4hit points at the start of your turn while Drunk.
- Armour of Landfall: Heal 1d4hit points when standing on Plant Growth or Vines.
- Armour of Moonbasking: Gain 22 temporary hit points and take 1 less damage in Wild Shape.
- Blazer of Benevolence: Gain 4 temporary hit points when you use Bardic Inspiration on an ally.
- Bonespike Garb: Gain 15 temporary hit points when entering Rage.
- Broodmother's Revenge: Deal an additional 1d6Poison with weapon attacks after receiving healing.
- Circlet of Mental Anguish: Heal 1d4hit points when an enemy fails an INT, CHA, or WIS save against your spells.
- Derivation Cloak: Heal 1d4hit points when Poisoning a foe.
- Drunken Cloth: Gain temporary hit points equal to your CON mod at the start of your turn.
- Gloves of Soul Catching: Heal 1d10hit points on an unarmed hit once per turn.
- Glowing Shield: Gain 8 temporary hit points when you take damage while below 50% hit points once per short rest.
- Helm of Balduran: Heal 2hit points at the start of your turn.
- Helmet of Smiting: Gain temporary hit points equal to your Charisma modifier when you apply a condition with a Smite spell.
- Hoppy: Heal 1d6hit points and deal an additional Necrotic damage equal to your proficiency bonus.
- Icebite Robe: Cast Armour of Agathys once per long rest.
- Khalid's Gift: Cast Aid on yourself once per long rest.
- Periapt of Wound Closure: Restore the maximum number of possible hit points when healed.
- Potent Robe: Gain temporary hit points equal to your CHA mod at the start of your turn.
- Psionic Ward Armour: Heal 1d4hit points when succeeding a saving throw.
- Reason's Grasp: Gain 15 temporary hit points when choosing to End Rage.
- Rhapsody: May use Scarlet Regeneration once per long rest.
- Ring of Regeneration: Heal 1d4hit points at the start of your turn.
- Robe of the Weave: Heal 1d6hit points when succeeding a saving throw.
- Shattered Flail: Heal 1d6hit points on hit, but may go mad if not attacking.
- Shield of Devotion: Cast Aid on yourself once per long rest.
- Sword of Life Stealing: Deal an additional 10Necrotic damage on a critical hit and gain 10 temporary hit points.
- The Lifebringer: 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.
- Vest of Soul Rejuvenation: Heal 1d4hit points when succeeding a saving throw.
- Vital Conduit Boots: Gain 8 temporary hit points when casting a concentration spell.
- Vivacious Cloak: Gain 8 temporary hit points when you cast a spell in melee.
- Wavemother's Robe: Heal 1d4hit points at the start of your turn if standing in water.
- Woe: 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.
- Cinder Shoes: whenever you inflict Burning on an enemy, you gain 2 turns of Heat.
- Fireheart: whenever you take Fire damage dealt by another creature, you gain 2 turns of Heat.
- Hellfire Greataxe: 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.
- Ring of Self Immolation: can cast Self Immolation to gain Heat for 2 turns.
- Thermoarcanic Gloves: whenever you deal Fire damage, you gain 2 turns of Heat.
- Thermodynamo Axe: 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.
- Dread Iron Dagger: Deal an additional 1d6Necrotic when Hiding.
- Hellfire Hand Crossbow: Possibly inflict Burning when attacking while Hiding or Invisible.
- Rhapsody: Chance to inflict Bleeding when Hiding or Invisible.
- Shade-Slayer Cloak: 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.
- Coruscation Ring: when the wearer deals spell damage while illuminated by a light source, they also inflict Radiating Orb upon the target for 2 turns.
- Fabricated Arbalest: fire an Illuminating Shot which deals 1 turn of Radiating Orb upon the target.
- Luminous Armour: when the wearer deals Radiant damage, they cause a Radiant Shockwave, which in turn inflicts 2 turns of Radiating Orb.
- Luminous Gloves: when the wearer deals Radiant damage, the target receives 2 turns of Radiating Orb.
- The Sacred Star: 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.
- Cloak of Cunning Brume : Create a fog cloud upon Disengaging
- Covert Cowl : makes the wearer's critical hits more likely when they are obscured.
- Eversight Ring : Magical darkvision and blind immunity
- Hammergrim Mist Amulet : Cast Fog Cloud once per long rest.
- Helldusk Helmet : Magical darkvision and blind immunity
- Justiciar's Scimitar : Gives advantage on attack rolls against obscured targets. May use Shadowsoaked Blow.
- Knife of the Undermountain King : Gives advantage on attack rolls against obscured targets.
- Least Expected : increases attack rolls while obscured.
- Penumbral Armour : provides a +3 bonus to stealth checks while obscured.
- Ring of Twilight : provides a +1 bonus to armour class while obscured.
- Shadeclinger Armour : grants advantage on saving throws while obscured.
- Shadow Blade Ring : Cast Shadow Blade once per short rest.
- Shadow Blade (weapon) : grants the wielder advantage on attacks against obscured targets.
- Shadow-Cloaked Ring : causes the wearer's weapon and unarmed attacks to deal an additional 1d4 damage against obscured creatures.
- Shar's Spear of Evening : 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.
- Steelwatcher Helmet : Magical darkvision and blind immunity
- The Shadespell Circlet : grants a +1 bonus spell save DC when the wearer is obscured.
- Viconia's Priestess Robe : 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.
- Boots of Stormy Clamour: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of Reverberation.
- Gloves of Belligerent Skies: When the wielder deals Radiant, Lightning, or Thunder damage, apply 2 turns of Reverberation to the target(s).
- Markoheshkir: 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]
- Ring of Absolute Force: 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]
- Ring of Spiteful Thunder: When the wearer deals Thunder damage to a Reverberating creature, it becomes Dazed unless it succeeds a Constitution Saving Throw.
- Spineshudder Amulet: When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of Reverberation on the target(s).
- Thunderskin Cloak: 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.
- The Blast Pendant: 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.
- The Joltshooter: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
- The Jolty Vest: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a Dexterity Saving Throw or become Shocked.
- The Lifebringer: 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 Protecty Sparkswall: The wearer has +1 to Armour Class and Saving throws as long as they have Lightning Charges.
- The Real Sparky Sparkswall: Grants the Lightning Aura Action, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies.
- The Sparkle Hands: 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.
- The Sparkswall: 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.
- The Sparky Points: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
- The Speedy Lightfeet: When the wearer dashes or takes a similar action in combat, they gain 3 Lightning Charges.
- The Spellsparkler: When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges.
- The Watersparkers: 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.
- Corellon's Grace: Gain + 1 to unarmed attack and damage rolls.
- Flawed Helldusk Gloves: Unarmed attacks deal an additional 1d4Necrotic damage, and can possibly inflict Bleeding.
- Gauntlet of the Tyrant: Unarmed attacks deal an additional 1d4Force damage.
- Gloves of Cinder and Sizzle: Unarmed attacks deal an additional 1d4Fire damage.
- Gloves of Crushing: Unarmed attacks deal an additional 2Bludgeoning damage and gain a + 1 bonus to attack rolls.
- Helldusk Gloves: Unarmed attacks deal an additional 1d6Necrotic damage, and can possibly inflict Bleeding.
- Horns of the Berserker: Unarmed and melee weapon attacks deal an additional 2Necrotic damage if the wearer is not at full hp.
- Scabby Pugilist Circlet: Your weapon and unarmed attacks deal an additional 2 damage while surrounded by 2 or more foes.
- Seraphic Pugilist Gloves: Unarmed attacks deal an additional 1d4Radiant damage.
- Servitor of the Black Hand Gloves: Unarmed attacks deal an additional 1d4Force damage.
- Shadow-Cloaked Ring: Weapon and unarmed attacks deal an additional
1d4 damage against Lightly or Heavily Obscured creatures and creatures made of shadow. - Snow-Dusted Monastery Gloves: Unarmed attacks deal an additional 1d4Cold damage.
- The Sparkle Hands: Gain 2 Lightning Charges on each unarmed attack.
- Thunderpalm Strikers: 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 Enraging Heart Garb: while Raging, the wearer generates 2 turns of Wrath.
- Cap of Wrath: during combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turn.
- Bloodguzzler Garb: when an enemy damages the wearer, the wearer gains Wrath for 1 turn.
- Linebreaker Boots: when the wearer Dash or takes a similar action during combat, they gain Wrath for 2 turns.