List of equipment sets

This article lists sets of equipment. Equipment sets are groups of armour, weapons, or accessories which have similar themes or effects.
== Class sets ==
===Barbarian set===
The barbarian set contains items that interact with barbarian mechanics. The Bonespike set and Wrath set are part of it, but those items are not duplicated here.
*: Gain 15 when choosing to .
===Bard (Bardic Inspiration) set===
The Bardic Inspiration set is a set of equipment which grant bonuses when using the bardic skill Bardic Inspiration.
*: when you inspire an ally using Bardic Inspiration, you gain 4 temporary hit points.
*: play your instrument to restore one of your Bardic Inspiration slots (Recharge: Long Rest).
*: when you inspire an ally using Bardic Inspiration, they also regain 1d6 hit points.
*: gain one more use of Bardic Inspiration.
===Cleric set===
The cleric set includes items that interact with cleric mechanics, are only obtainable by clerics, or inflict the condition.
* : Gain an extra charge and + 2 Spell Save DC.
* : Gain a +1d4 bonus to s against creatures marked by .
* : May use . Only obtainable through .
* : May use .
* : May Undead on hit.
* : May . Undead have disadvantage when attacking. Advantage on saves caused by Undead.
===Druid set===
The druid set includes items that interact with druid mechanics and enhance shapeshifting. 
* : May cast . Heal when standing on or .
* : Gain after casting and reduce incoming damage by 1 while those temporary hit points are active. Gain +2 and on s against spells; persists while in .
* : May spread , , and . Gains +1 Spell Save DC and deal an additional damage when dealing damage.
* : Deal an additional damage when is active.
* : Deal damage when hit in melee while is active.
* : Gain a +1 to Attack and Damage rolls while shapeshifting or disguised.
* : May cast . Druidic vines cannot you and do not count as . Only obtainable by druid player character.
* : Gain an additional use of .
* : Gain a +1d4 bonus to all s while shapeshifting.
===Fighter set===
The fighter set includes items that interact with fighter mechanics.
* : Deal an additional when bound by an Eldritch Knight.
* : Gain a +1d4 bonus to s for the rest of your turn when you use .
* : Targets have on s against your Manoeuvre and Weapon Actions.
===Monk set===
The monk set includes items that interact with monk mechanics. See also Kushigo set, Soul set, Unarmed set, and List of features and items that interact with unarmed strikes.
* : May use a reaction to make an unarmed strike against an attacker that misses while is active.
* : Gain when using . The next has and deals an additional damage after using .
* : May use .
* : May use .
===Paladin set===
The paladin set includes items that interact with paladin mechanics.
* : May use .
* : May a target hit with a Smite.
* : Gain when you use your Channel Oath.
* : Gain equal to your Charisma mod when applying a condition via a Smite spell.
===Ranger set===
The ranger set includes items that interact with ranger mechanics.
* : Gain a +1d4 bonus to s against creatures marked by .
===Rogue set===
The rogue set includes items that interact with rogue mechanics.
* : deals an additional damage.
===Sorcerer set===
The sorcerer set includes items that interact with sorcerer mechanics.
* : Always trigger while is active.
* : Gain access to .
===Warlock set===
The warlock set includes items that interact with warlock mechanics.
* : Gain access to .
* : Deal an additional when bound as a .
===Wizard set===
The wizard set includes items that interact with wizard mechanics; they are the only class that scales with . See also Peculiar scrolls.
* : Gain a bonus to your s equal to your Modifier.
* : Set your score to 17.
== Damage type sets ==
=== Elemental set ===
The elemental set confers bonuses when dealing elemental (, , , , or ) 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 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 , , or 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 ===
The Acid set is a set of equipment that helps the user deal or resist damage. Syngerizes with items from the Elemental set, which are not duplicated here. It consists of the following pieces: 
* : Your weapon attacks also deal damage.
* : Use Corrosive Strike once per short rest.
* : Whenever a creature deals melee damage to the wearer, that creature takes damage.
* : When the wearer deals 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 damage.
=== Cold set ===
The Frost set is a set of equipment that helps the user deal damage and inflict the conditions or . 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 d4 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 spell.
* : Cannot fall Prone (Condition) while traversing icy terrain.
* : Resistance to damage and cast Armour of Agathys. 
* : When the wearer deals damage, they deal 1 more damage and can also inflict Chilled on the target(s).
* : Unarmed attacks deal damage, can cast spell.
* : Create a 4.5m (15ft) circle of ice around the target(s) when dealing damage.
* : Deal an additional . May use . Exploit only.
* : Inflict on hit.
* : Deal d4 damage on hit.
* : damage inflicts 2 turns of Encrusted with Frost upon the target(s).
=== Fire set ===
The Fire Set is a set of equipment that deals or receives damage and interacts with the condition. Synergizes with items from the Heat Set, Helldusk Set and Elemental set, which are not duplicated here.
*: Deal an additional damage. Gain access to .
*: Inflicts Burning on any foe within 2m / 7ft that damages the wearer.
*: Cast once per long rest.
*: Deal an additional to targets.
*: Cast once per long rest. Also grants resistance to damage.
*: Deal an additional damage.
*: Deal an additional to plants, myconids, and small creatures.
*: Deal an additional to targets.
*: Cast as a level 4 spell. Also grants resistance to damage.
*: Unarmed attacks deal an additional damage. Cast as a level 3 spell once per long rest.
*: When the wearer deals damage, the target has to succeed a Constitution saving throw or start Burning.
*: Deal an additional damage. Gain access to the cantrip.
*: Gain 2 stacks of each time you deal damage.
*: Possibly inflict when attacking while or . Cast at level 3 once per long rest.
*: Gain access to the cantrip. May cast once per long rest. Ranged Spell Attack + 1. Also grants resistance to damage.
*: Cast as a level 4 spell. Also grants resistance to damage.
*: Deal an additional damage. On a hit, the target starts unless it succeeds a Constitution . 
*: On a successful saving throw against a foe's spell, deal damage to them. Also grants resistance to damage.
*: Gain an additional when you cast a non-cantrip spell.
*: May use the weapon action once per short rest.
*: Deal an additional damage. Gain the weapon action.
*: Increase AC by 1 and deal when a creature misses you. Once per short rest.
*: Cast once per long rest.
*: Gain access to the cantrip .
=== Force set ===
The Force set is a set of equipment that helps the user deal damage and gain the condition.
* : Deal an additional damage.
* : Deal an additional damage when you land a Critical Hit.
* : Deal an additional damage on each hit. Lasts for one turn and is once per short rest.
* : Deal an additional damage and push the target once per short rest.
* : Activating empowers your next attack with advantage and damage.
* : Unarmed attacks deal an additional damage.
* : Unarmed attacks deal an additional damage.
* : Deal an additional damage.
* : Cast at level 6 once per long rest.
* : Attacks deal instead of damage. Cast at level 3 once per long rest.
* : Cast once per long rest. Shoot an additional dart each cast.
* : Gain 2 turns of when taking , , or damage.
* : Unarmed attacks deal an additional damage.
* : Cast at level 6 once per long rest.
* : deals an additional damage.
* : Gain 1 turn of at the start of the turn.
* : Gain 2 turns of when you deal melee damage.
* : Deal damage and possibly knock an enemy when hit with a melee attack.
* : Deal an additional damage to constructs and objects.
=== Lightning set ===
The Lightning set is a set of equipment that helps the user deal or resist damage. Synergizes with items from the Sparkstruck set and Elemental set, which are not duplicated here.
* : Warlocks and Eldritch Knights deal an additional damage when bound to this weapon.
* : Deal an additional damage. Gain the weapon action. Exploit only.
* : When the wearer deals , , or damage, inflict 2 turns of upon the target(s).
* : Gain resistance to once per short rest.
* : Cast at level 4 once per long rest.
* : Deal an additional damage. May stun yourself unless you are a Construct.
* : May target on hit. Deal an additional damage when thrown.
=== Necrotic set ===
The Necrotic set is a set of equipment that helps the user deal or resist 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 against targets that have not taken a turn.
* : Increases spell save DC and damage by 1.
* : May use once per short rest. Bugged.
* : Deals an additional to creatures that are or .
* : May use once per short rest. Bugged.
* : Become resistant to an after dealing damage.
* : Deal an additional damage.
* : Cast as a level 6 spell once per long rest.
* : Deal an additional damage while hidden.
* : Deal an additional damage. Use a reaction to add equal to your proficiency bonus.
* : Unarmed attacks deal an additional damage and may inflict .
* : Deal additional equal to your proficiency bonus and prevent healing once per short rest.
* : Deal an additional damage. Cast at level 3 once per long rest.
* : Heal and deal an additional damage equal to your proficiency bonus.
* : Unarmed and melee weapon attacks deal an additional damage if the wearer is not at full hp.
* : Deal an additional damage to nearby creatures, including yourself. Grants Resistance.
* : Deal an additional damage. Exploit only.
* : Deal an additional damage.
* : Gain Resistance to damage.
* : Deal an additional damage.
* : Deal an additional damage. Enemies have disadvantage on saves against necromancy spells. Killing an enemy with a spell grants .
* : Deal an additional damage.
* : Deal an additional damage on a critical hit and gain 10 .
* : Cast as a level 3 spell once per long rest.
* : Deal an additional damage.
* : May use once per short rest. Bugged.
* : Cast as a level 4 spell once per long rest.
=== Poison set ===
The Poisoner's set is a set of equipment that helps the user do damage or inflict .
* : Grants the wielder the weapon action.
* : May use and once per long rest. Circle of Spores druids only.
* : Whenever the wearer is healed, their weapon becomes coated in magic and deals an additional .
* : Deal an additional against restrained targets. Drow only.
* : Heal when Poisoning a foe.
* : Deal an additional damage. Exploit only.
* : Deal an additional damage.
* : Deal an additional damage.
* : Deal an additional damage.
* : Deal an additional damage.
* : Can inflict Poisoned when dealing poison damage.
* : Grants , an ability that makes a target Vulnerable to damage.
* : Deal additional poison damage when dealing poison damage with spells.
* : Cast once per short rest.
* : May use the weapon action once per short rest. Bugged; the weapon action does not appear for the player.
* : Deal an additional damage while concentrating.
=== Psychic set ===
The Psychic set is a set of equipment that deals or synergizes with damage and inflicts .
* : Deal an additional damage. Gain the weapon action.
* : Cast once per long rest. Githyanki deal damage after casting .
* : Deal damage in a small aoe when entering .
* : Grants two stacks of when dealing damage.
* : Deal damage when you succeed a saving throw.
* : Githyanki deal an additional damage.
* : Deal an additional damage once per short rest.
* : Deal an additional damage.
* : Grants resistance to githyanki.
* : Deal an additional damage when you have advantage.
* : Inflict two stacks of when a foe fails a saving throw.
* : Cast as a level 2 spell once per short rest.
* : Githyanki deal an additional damage, gain resistance, and can use the weapon action.
* : Deal damage when thrown; returns to owner.
* : Weapon attacks deal damage while concentrating.
* : Githyanki deal an additional damage and can use the weapon action.
* : Deal an additional damage once per short rest.
* : Deal an additional damage.
* : Deal an additional damage. Cast once per long rest.
=== Radiant set ===
The Radiant set is a set of equipment that deals or synergizes with damage. Synergizes with items from the Luminous set, which are not duplicated here.
* : Wearer deals an additional 2 points of damage against creatures that are illuminated.
*: Deal damage on hit. Exploit only.
*: Deal damage on hit.
*: When the wearer deals , , or damage, inflict 2 turns of upon the target(s).
* : May use once per short rest. Sheds light.
* : deal damage on hit.
* : Chance to deal when an enemy misses.
* : Cast once per long rest.
* : While the wearer has , each successful causes the source of the Saving Throw to take damage.
* : Deal damage on hit. Sheds light.
* : Deal damage on hit.
*: Deal damage on hit. Cast at level 4 once per long rest.
*: Deal damage on hit. Sheds light.
*: Cast at level 6 once per long rest. Sheds light.
* : Undead creatures that hit the wearer receive .
=== Thunder set ===
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 . Cast once per short rest.
* : Deals an extra . Gain access to the weapon action.
* : When the wearer , they deal in a 3 m / 10 ft radius upon landing.
* : Gain when dealing damage.
* : Deals an extra . Deals an additional in a radius when thrown.
* : May use once per short rest.
* : Create a blast with each attack, dealing for . Must be .
* : If the wearer bears the Absolute's Brand, they deal 1 additional with Thunder damage spells and attacks.
* : Cast once per short rest.
* : Cast once per long rest.
* : Your unarmed attacks deal an additional damage. Cast once per long rest.
== Game mechanic sets ==
=== Healing sets ===
==== General healing set ====
The Healing set is a set of equipment that increases the effects of healing, offers bonuses when you heal/are healed, and provides ways to heal allies or grant them . Interacts with the Self-Heal set, which is not duplicated here.
* : Cast once per long rest.
* : Cast and once per long rest.
* : Cast once per long rest.
* : May use once per short rest.
* : Grants 3 upon healing.
* : Using on an ally heals them for .
* : May use once per long rest.
* : Grant nearby allies equal to their Charisma modifier when you kill an enemy.
* : Grants to healed creature.
* : Remove when healing.
* : Heal an additional when healing.
* : Heal when you reach 0 hp. Allies heal . Once per long rest.
* : Grants upon healing. Grant when . Cast once per long rest.
* : allies when healing.
* : Heal yourself when healing another.
* : Automatically when healing.
* : Cast once per long rest.
==== Self-Heal set ====
The Self-Heal set is a set of equipment that focuses on healing and providing to the wearer. Some items also grant additional benefits when healed. Interacts with the Healing set, which is not duplicated here.
* : Cast on yourself once per long rest.
* : Rise at half hit points when , but be cursed with .
* : Heal at the start of your turn while .
* : Heal when standing on or .
* : Gain 22 and take 1 less damage in .
* : Gain 4 when you use on an ally.
* : Gain 15 when entering .
* : Deal an additional with weapon attacks after receiving healing.
* : Heal when an enemy fails an INT, CHA, or WIS save against your spells.
* : Heal when Poisoning a foe.
* : Gain equal to your CON mod at the start of your turn.
* : Heal on an unarmed hit once per turn.
* : Gain 8 when you take damage while below 50% hit points once per short rest.
* : Heal at the start of your turn.
* : Gain equal to your Charisma modifier when you apply a condition with a Smite spell.
* : Heal and deal an additional damage equal to your proficiency bonus.
* : Cast once per long rest. 
* : Cast on yourself once per long rest.
* : Restore the maximum number of possible hit points when healed.
* : Gain equal to your CHA mod at the start of your turn.
* : Heal when succeeding a saving throw.
* : Gain 15 when choosing to .
* : May use once per long rest.
* : Heal at the start of your turn.
* : Heal when succeeding a saving throw.
* : Heal on hit, but may go mad if not attacking.
* : Cast on yourself once per long rest.
* : Deal an additional damage on a critical hit and gain 10 .
* : When the wearer gains Lightning Charges, they also gain 3 . The temporary hit points disappear if the wearer runs out of Lightning Charges.
* : Heal when succeeding a saving throw.
* : Gain 8 when casting a concentration spell.
* : Gain 8 when you cast a spell in melee.
* : Heal at the start of your turn if standing in water.
* : Heal when an enemy fails one of your saving throws.
=== Heat set ===
The Heat Set is a set of equipment that helps the user with Heat (Condition). Synergizes 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 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 damage. May use the weapon action.
*: can cast to gain Heat for 2 turns.
*: whenever you deal damage, you gain 2 turns of Heat.
*: whenever you deal damage with this weapon, you gain 2 turns of Heat.
=== Luminous set===
The Luminous set is a set of equipment that inflicts when the wearer deals damage. Synergizes 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 damage, they cause a Radiant Shockwave, which inflicts 2 turns of Radiating Orb.
* : when the wearer deals damage, the target receives 2 turns of Radiating Orb.
* : on a hit, inflict 1 turn of Radiating Orb upon the target.
=== Obscured set ===
Obscured is a set of equipment that primarily benefits from the wearer or their target being lightly or heavily obscured. It overlaps somewhat with the Dark Justiciar Set, but items from that list are not duplicated here.
* : makes the wearer's critical hits more likely when they are obscured. 
* : 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. 
* : 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. 
* : grants a +1 bonus spell save DC when the wearer is obscured .
=== Reverberation set ===
The Reverberation set are items which inflict or interact with . Synergizes with items from the Thunder set.
*: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of .
*: When the wielder deals , , or damage, apply 2 turns of to the target(s).
*: Grants which can grant : When you deal spell damage, inflict 2 turns of upon the target. [As well as other benefits]
*: If the wearer bears the Absolute's brand, they deal with Thunder damage spells and attacks. [Currently works even if the wearer is not branded]
*: When the wearer deals damage to a creature, it becomes unless it succeeds a Constitution Saving Throw.
*: When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of on the target(s).
*: When a creature with deals damage to the wearer, the creature needs to make a Constitution Saving Throw or become .
=== Sparkstruck set ===
The Sparkstruck set consists of of items which grant or interact with Lightning Charges. Synergizes 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 . Your next lightning spell or cantrip deals additional 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 .
*: 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 and s as long as they have Lightning Charges.
*: Grants the Lightning Aura , 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 set===
The unarmed set enhances unarmed attacks. The Kushigo set and Soul set are part of this set, but they are not duplicated here. See also List of features and items that interact with unarmed strikes and Monk set.
* : Gain + 1 to unarmed attack and damage rolls. 
* : Unarmed attacks deal an additional damage, and can possibly inflict .
* : Unarmed attacks deal an additional damage.
* : Unarmed attacks deal an additional damage.
* : Unarmed attacks deal an additional damage and gain a + 1 bonus to attack rolls.
* : Unarmed attacks deal an additional damage, and can possibly inflict .
* : Unarmed and melee weapon attacks deal an additional 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 damage.
* : Unarmed attacks deal an additional damage.
* : Weapon and unarmed attacks deal an additional 1d4 damage against or creatures and creatures made of shadow.
* : Unarmed attacks deal an additional damage.
* : Gain 2 on each unarmed attack.
* : Unarmed attacks deal an additional damage.
=== Wrath set ===
The is a set of equipment that generates , a stacking condition that grants up to +7 melee damage bonus. See also : while Raging, the wearer generates 2 turns of .
* : when an enemy damages the wearer, the wearer gains Wrath for 1 turn.
* : during combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turn.
* : when the wearer Dash or takes a similar action during combat, they gain Wrath for 2 turns.
== Absolute set ==
The Absolute set is a set of armour and equipment themed around the Cult of the Absolute. They provide bonuses to characters who bear the Brand of the Absolute.
*: reduces damage from spells by one for users bearing the mark of the Absolute.
*: grants advantage on death saving throws for users bearing the mark of the Absolute.
*: +1 to saving throws to users bearing the mark of the Absolute.
*: inflicts Bane on a melee hit if the user bears the mark of the Absolute.
*: cast Thunderwave and deal +1 Thunder damage if the user bears the mark of the Absolute.
*: Blind targets that fail a Dexterity saving throw. Deals an additional 2d6 Piercing to certain creatures that sport multiple sets of eyes.
== Bhaalist set ==
The Bhaalist Set is a set of Unholy Assassin gear. These items provide the user myriad benefits, including piercing vulnerability aura, ability to use Garrotte, and inflict bleeding.
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== Blackguard set ==
The Blackguard equipment is a set of armour themed around Oathbreaker Paladins that grants various bonuses.
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== Bonespike set ==
Bonespike is a set of equipment that provides useful bonuses for unarmoured, physical hitters such as the Barbarian class, or while Raging. They have no proficiency requirements.
* : grants +1 to AC and saving throws while the user is not wearing armour or using a shield.
* : grants temporary hit points while using Rage.
* : the wearer's attacks ignore Resistance to physical damage.
* : possibly deals damage to nearby creatures when the wearer uses Rage.
== Cantrip set ==
The Cantrip set enhances damaging cantrips or grants access to them. Synergizes with items from the Elemental set and Sparkstruck set, which are not duplicated here.
* : Heal when an enemy fails an INT, WIS, or CHA save from a cantrip or spell.
* : May target an additional creature with a cantrip once per short rest.
* : Grants access to .
* : May cast as a cantrip once per short rest. Gain + 1 to spell attack rolls and spell save DC.
* : May cast as a cantrip once per short rest.
* : Grants access to . Grants + 1 spell attack bonus.
* : Grants access to .
* : Grants access to .
* : Cantrips deal additional damage equal to your CHA mod.
* : May cast a cantrip as a once per short rest.
* : Dealing damage with a cantrip grants 2 stacks of .
* : Grants access to .
* : Gain access to the Metamagic.
* : Grants access to .
== Ceremonial weapons ==
Ceremonial weapons are weapons used in the quest Find the Blood of Lathander. They are versions of their respective weapon types with a +1 Enchantment and no other special effects. They also glow when placed upon the corresponding ceremonial pedestal.
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== Dark Justiciar set ==
The Dark Justiciar equipment is a set of armour themed after Shar's Dark Justiciars. Their bonuses revolve around being obscured.
=== Discoverable ===
These Dark Justiciar equipment pieces are significantly weaker but can be discovered around the world.
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=== Pristine ===
These pieces are pristine and have more powerful effects, but can only be received by becoming a Dark Justiciar.
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== Gish (hybrid) set ==
The Gish (hybrid) set comprises of equipment that benefits both spellcasters and martial characters. Items that boost , Critical hit, off-hand attacks, all attack rolls (thereby including the Sparkstruck set), and grant advantage to all attacks are part of this set, but are not duplicated here.
* : May cast an illusion or enchantment spell as a bonus action after making a weapon attack.
* : Wearer deals an additional 2 points of damage against creatures that are illuminated.
* : Ranged spell attacks treated as melee when in melee, which grants larger access to melee-only items in the set.
* : Gain 2 stacks of when you inflict a condition.
* : Considered Proficient with this armour, thereby allowing casting while in medium armour.
* : Unarmed attacks deal an additional damage. Spell DC +1.
* : Target receives -1d4 penalty on its next spell when you deal damage with a weapon attack.
* : Gain when your weapon attack inflicts a condition. Bugged; doesn't work.
* : Temporarily increase spell DC by 1 after an unarmed attack.
* : Considered Proficient with this armour, thereby allowing casting while in heavy armour.
* : Gain 2 stacks of when you deal damage with a weapon attack.
* : May attack using your spellcasting modifier instead of Strength or Dexterity.
* : Deal an additional damage when is active.
* : Deal damage when hit in melee while is active.
* : Gain 2 stacks of when you deal damage with a cantrip.
* : Adds elemental damage to the wearer's next weapon attack, after dealing elemental damage with a spell.
* : Gain access to .
* : Regain 1 spell slot once per short rest when you crit with this weapon. 
* : Weapon attacks deal damage while concentrating.
* : May attack using your spellcasting modifier instead of Strength or Dexterity.
* : Weapon attacks deal damage while concentrating.
* : Gain after casting a spell in melee.
== Helldusk set ==
Helldusk armour is a set of equipment that revolves around resisting and dealing damage. It is forged from Infernal Iron.
=== Flawed ===
The Flawed variants of the Helldusk set can be produced by Dammon, who apprenticed under Carixim, if he is given Infernal Iron.
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=== Perfect ===
The perfect variants of the Helldusk set are originals produced by Carixim. They have more powerful effects but are harder to acquire.
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== Homing weapons ==
Homing weapons and armour return after being Thrown.
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== Kushigo set ==
Kushigo is a set of equipment. Kushigo equipment generally boosts unarmed and unarmoured characters, such as those classed into Monk. See also Monk set, Soul set, Unarmed set, and List of features and items that interact with unarmed strikes.
* : May use a reaction to make an unarmed strike against an attacker that misses while is active.
* : Unarmed attacks deal additional damage equal to your modifier.
* : Deal an additional 1d4 damage with Attacks and attacks made with .
* : Gain a +1 bonus to spell save DC until the end of your turn after making an unarmed attack.
== Low HP set ==
The Low HP set is a group of equipment that benefits from having a small number of hit points and items that damage the wielder to more easily reach those low HP values. The self-burn from the Heat Set also helps lower HP. Note that is not factored in to the activation conditions of these items. 
* : Rise at half hit points when , but be cursed with .
* : Deal an additional when you have 50% hit points or less.
* : Gain 2 stacks of when starting a turn with 50% hit points or less.
* : Returns to the wielder when thrown, dealing damage to the thrower.
* : Gain 8 when you take damage while below 50% hit points once per short rest.
* : Gain an additional when starting a turn with 50% hit points or less.
* : Unarmed and melee weapon attacks deal an additional damage if the wearer is not at full hp.
* : Deal an additional damage to nearby creatures, including yourself. Grants Resistance.
* : May use once per short rest.
* : The wearer does not provoke opportunity attacks when at 50% or less hit points.
* : Deals an extra . Deals an additional in a radius when thrown, possibly damaging yourself.
* : Chance to inflict on hit. Deal to yourself if you have 25% or more HP.
* : May use once per turn.
* : May use the weapon action once per short rest.
* : Gain 1 stack of when starting a turn with 50% hit points or less.
* : Beasts that hit the wearer deal an additional damage.
* : Standing in water turns it into , which will damage the wearer.
* : Cast on an ally wearing .
* : Cast once per long rest.
== Off-hand set ==
The off-hand set contains equipment designed to enhance weapons in the off-hand slot.
* : Gain when a creature misses you. +1.
* : Deal d4 damage on hit. Inflict Chilled when a creature misses you with an attack.
* : Add ability modifier to off-hand damage.
* : Glows. +1.
* : Add ability modifier to off-hand damage.
==Relics of Deep Duerra's rebellious children==
The Relics of Deep Duerra's rebellious children is set of equipment with a connection to the duergar goddess Deep Duerra and the rebellion her children started in order to escape her control. 
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== Soul set ==
Soul is a set of equipment that primarily benefits those classed into Monk, with improvements to unarmed attacks. See also Kushigo set, Monk set, Unarmed set, and List of features and items that interact with unarmed strikes.
* : Unarmed attacks deal an additional damage. May heal once per turn on an unarmed hit or gain on Attack rolls and Saving throws until the end of your next turn.
* : Gain a +2 bonus to Attack rolls, Initiative Rolls Initiative Rolls, and Perception Checks. May cast once per short rest.
* : May use a Reaction to make an Unarmed Strike Unarmed Strike against any attacker that misses. +2.
== Unwanted set ==
The Unwanted set is a set of masterwork armour.
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== Weave set ==
The Weave Set is a set that boosts its wearer's spell-related rolls through : gain bonus to Spell Save DC and spell attack rolls. Previously worn by wizard Tenser and Edith Cluckle.
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Category: Lists