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Thunder set

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The Thunder Set is a set of equipment that helps the user deal ThunderThunder damage. Synergizes with items from the Reverberation set and Elemental set, which are not duplicated here. It consists of the following pieces :

Name Slot Effect

Cacophony
Main Hand MeleeMain Hand Melee (Quarterstaff)
Thunderous SmiteThunderous Smite (Action + Bonus Action + Level 1 Spell Slot)
Cast as a level 1 spell (Recharge: Short rest Recharge: Short rest.)

Corpsegrinder
Main Hand MeleeMain Hand Melee (Maul)
Grand Slam Grand Slam (Action)

Slam your weapon into the ground, dealing additional ThunderThunder damage equal to your proficiency bonus, thunderously impacting nearby foes and possibly pushing them away.


Hamarhraft
Main Hand MeleeMain Hand Melee (Maul)
ShockwaveShockwave
When the wearer Jumps Jumps, they deal 1d4ThunderThunder damage in a 3 m / 10 ft radius upon landing.

Hat of Storm Scion's Power
HeadgearHeadgear (Non-Armour)
Thunderous Acuity
Whenever the wearer deals ThunderThunder damage, they gain Arcane Acuity Arcane Acuity.

Nyrulna
Main Hand MeleeMain Hand Melee (Trident)
Zephyr Connection
This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3d4ThunderThunder damage in a 6 m / 20 ft blast centered on the target.
Veil of the Wind
You gain a + 3 m / 10 ft bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage.
Nyrulna: GlowingNyrulna: Glowing
This object shines with a glowing light in a radius of 6 m / 20 ft.
Zephyr Flash Zephyr Flash (Action)

Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding Bleeding.

Zephyr Break Zephyr Break (Action)

Zephyr Break imitates the effects of the spell Gust of Wind Gust of Wind while dealing thunder damage.


Phalar Aluve
Main Hand MeleeMain Hand Melee (Longsword)
Phalar Aluve: Melody Phalar Aluve: Melody (Action)

The sword hums in anticipation, ready to Sing Sing or Shriek Shriek.


Punch-Drunk Bastard
Main Hand MeleeMain Hand Melee (Greatclub)
Tippler's Rage
While you are Drunk Drunk, you have Advantage Icon.png Advantage on Attack rolls. You also create a blast with each attack, dealing 1d4ThunderThunder for 3 m / 10 ft.

Ring of Absolute Force
RingRing 
ThunderwaveThunderwave (Action + Level 1 Spell Slot)
Cast as a level 1 spell (Recharge: Short rest Recharge: Short rest.)
Absolute's Tempest
If the wearer bears the Absolute's Brand, they deal 1 additional Thunder damage with Thunder damage spells and attacks.

Sentient Amulet (Rare)
AmuletAmulet 
ShatterShatter (Action + Level 2 Spell Slot)
Cast as a level 2 spell (Recharge: Short rest Recharge: Short rest.)
Talk to the Sentient AmuletTalk to the Sentient Amulet
Speak with the consciousness lingering inside the Sentient Amulet.
Ki RestorationKi Restoration (Action)
Using the spiritual energy in the amulet, you restore  2 Ki Points. (Recharge: Long rest Recharge: Long rest.)
High SpiritsHigh Spirits
The amulet's spirit lingers, making everything seem a little more vibrant. Must succeed a WisdomWisdom Saving throwSaving throw (DC 10/15, see notes) when using the amulet's power, or become HystericalHysterical (equivalent in effect to Tasha's Hideous LaughterTasha's Hideous Laughter with a duration of 1 turn).

Sentient Amulet (Very Rare)
AmuletAmulet 
ShatterShatter (Action + Level 2 Spell Slot)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Ki RestorationKi Restoration (Action)
Using the spiritual energy in the amulet, you restore a number of Ki Points equal to your martial arts die. [See Notes] (Recharge: Long rest Recharge: Long rest.)

Thunderpalm Strikers
GlovesGloves (Non-Armour)
ThunderwaveThunderwave (Action + Level 1 Spell Slot)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Booming Blows
Your unarmed attacks deal an additional 1d4ThunderThunder damage.