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Radiant set

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The Radiant set is a set of equipment that helps the user deal Radiant⁠Radiant damage. Synergizes with items from the Luminous set, which are not duplicated here.

Name Slot Effect

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

Deva Mace
Main Hand Melee Main Hand Melee (Mace)
  • Deal an additional 4d8⁠Radiant⁠Radiant damage.
  • Exploit only.

Devotee's Mace
Main Hand Melee Main Hand Melee (Mace)
  • Deal an additional 1d8⁠Radiant⁠Radiant damage.
Healing Incense Aura Healing Incense Aura (Bonus Action)

Emanating a soothing aura, You and nearby allies regain 1d4⁠Hit Points⁠Hit Points at the start of your turn


Gloves of Belligerent Skies
Gloves Gloves (Non-Armour)
Thunderous Conversion
When the wearer deals Thunder⁠Thunder, Lightning⁠Lightning, or Radiant⁠Radiant damage, inflict 2 turns of Reverberation Reverberation upon the target(s).

Gontr Mael
Main Hand Ranged Main Hand Ranged (Longbow)
Promised Victory
On a hit, possibly inflict Guiding Bolt Guiding Bolt upon the target.
Gontr Mael: GlowingGontr Mael: Glowing
This object shines with a glowing light in a radius of 6 m (20 ft). Toggle this to douse and rekindle the light.
Celestial Haste Celestial Haste (Action)
Gain Hastened Hastened.
Bolt of Celestial Light Bolt of Celestial Light (Action)

Frighten Frighten your target with intimidating arrows. After attacking, ranged weapon attacks made by Gontr Mael deal an additional 1d4⁠Radiant⁠Radiant damage.


Hammer of the Just
Main Hand Melee Main Hand Melee (Warhammer)
  • Deal an additional 1d4⁠Radiant⁠Radiant damage.
Slay the Wicked
This weapon deals an additional 1d6⁠Slashing⁠Slashing damage against Fiends and Undead.
Detect Thoughts Detect Thoughts (Action + Level 2 Spell Slot)
Cast as a level 1 spell (Recharge: Long rest Recharge: Long rest.)

Holy Lance Helm
Headgear Headgear (Medium Armour)
Smite the Graceless
Creatures who miss their Attack Roll Attack Rolls against the wearer must make a DC 14 Dexterity Saving Throw DC 14 Dexterity Saving Throw or take 1d4⁠Radiant⁠Radiant damage.

Mantle of the Holy Warrior
Cloak Cloak
Crusader's Mantle Crusader's Mantle (Action + Level 3 Spell Slot)
Cast as a level 3 spell (Recharge: Short rest Recharge: Short rest.)

Moon Devotion Robe
Armour Armour (Clothing)
Lunar Bulwark Lunar Bulwark (Action)
Cast as a level 1 spell (Recharge: Long rest Recharge: Long rest.)
Produce Flame Produce Flame (Action)
A flame in your hand sheds a light in a 9 m (30 ft) radius and deals 1d8⁠Fire⁠Fire damage when thrown.
Selûne's Protection
While the wearer has Mage Armour Mage Armour, each successful Saving Throw Saving Throw causes the source of the Saving Throw to take 1d4⁠Radiant⁠Radiant damage.

Moonlight Glaive
Main Hand Melee Main Hand Melee (Glaive)
  • Deal an additional 1d4⁠Radiant⁠Radiant damage.
Moonlight Glaive: GlowingMoonlight Glaive: Glowing
This object shines with a glowing light in a radius of 6 m (20 ft)⁠6 m (20 ft).
Moonlight Butterflies Moonlight Butterflies (Action)

Strike a foe, conjuring an illusory swarm of moon-pale butterflies and gaining Advantage Advantage on attacks against the target.


Pelorsun Blade
Main Hand Melee Main Hand Melee (Rapier)
  • Deal an additional 1d4⁠Radiant⁠Radiant damage.
Undead Bane
Attack rolls with this weapon have Advantage Advantage against Undead.[See: Bugs]

Seraphic Pugilist Gloves
Gloves Gloves (Non-Armour)
Guiding Bolt Guiding Bolt (Action + Level 1 Spell Slot)
Cast as a level 4 spell (Recharge: Long rest Recharge: Long rest.)
Angelclocker Knuckles
Your unarmed attacks deal an additional 1d4⁠Radiant⁠Radiant damage.

Selûne's Spear of Night
Main Hand Melee Main Hand Melee (Spear)
Selûne's Blessing
You gain Advantage Advantage on Wisdom Saving Throw Saving Throws and Perception Checks.
DarkvisionDarkvision
Can see in the dark up to 12 m (40 ft).
Moonbeam Moonbeam (Action + Level 2 Spell Slot)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Moonmote Moonmote (Action)
Illuminate the area around you with wisps of moonish light that make movement difficult for enemies and bolster your allies' damage. (Recharge: Long rest Recharge: Long rest.)

Shining Staver-of-Skulls
Main Hand Melee Main Hand Melee (Light Hammer)
  • Deal an additional 1d4⁠Radiant⁠Radiant damage.
  • Light Light - This object has an aura of light with a radius of 7.5 m (25 ft)⁠7.5 m (25 ft).

The Blood of Lathander
Main Hand Melee Main Hand Melee (Mace)
Lathander's Blessing
Once per Long Rest, when your hit points are reduced to 0, you regain 2d6⁠Hit Points⁠Hit Points. Allies within 9 m (30 ft) also regain 1d6⁠Hit Points⁠Hit Points.
Lathander's LightLathander's Light
Sheds holy light in a 6 m (20 ft) radius. In combat, fiends and undead standing in the light are Blinded Blinded if they fail a DC 14 Constitution throw.
Sunbeam Sunbeam (Action + Level 6 Spell Slot)
Cast as a level 6 spell (Recharge: Long rest Recharge: Long rest.)

The Oak Father's Embrace
Armour Armour (Medium Armour)
Order of Nature
Undead creatures that hit the wearer receive 1d6⁠Radiant⁠Radiant damage. Beasts that hit the wearer deal an additional 1d6⁠Radiant⁠Radiant damage.