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Force set

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The Force set is a set of equipment that helps the user deal Force⁠Force damage and gain the Force Conduit Force Conduit condition. The set consists of the following pieces:

Name Slot Effect

Breaching Pikestaff
Main Hand Melee Main Hand Melee (Pike)
  • Deal an additional 1d4⁠Force⁠Force damage.

Craterflesh Gloves
Gloves Gloves (Non-Armour)
Craterous Wounds
Whenever you score a Critical Hit, deal an additional 1d6⁠Force⁠ForceDRS damage.

Crossbow of Arcane Force
Main Hand Ranged Main Hand Ranged (Heavy Crossbow)
Arcane Ammunition Arcane Ammunition (Bonus Action)

Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1d4⁠Force⁠Force damage.


Garb of the Land and Sky
Armour Armour (Clothing)
Mountainous Poise
While using Patient Defence Patient Defence, you also benefit from the effect of Blade Ward Blade Ward.
Breezeswift Speed
While using Step of the Wind Step of the Wind, your next Attack Roll Attack Roll has Advantage Advantage and deals an additional 1d8⁠Force⁠Force damage.

Gauntlet of the Tyrant
Gloves Gloves (Non-Armour)
Command Command (Action + Level 1 Spell Slot)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Enervating Suffusion
Your unarmed attacks deal an additional 1d4⁠Force⁠Force damage.
High Spellcasting
You gain a +1 bonus to Spell Save DC.

Gloves of Soul Catching
Gloves Gloves (Non-Armour)
Soul Fist
Your unarmed attacks deal an additional 1d10⁠Force⁠Force damage.
Soul Catching
Once per turn, on an unarmed hit, you regain 10⁠Hit Points⁠Hit Points. Alternatively, you may forego healing to gain a +5 bonus on an Attack Roll Attack Roll or Saving Throw Saving Throw until the end of your next turn.[See: Bugs]

Faithbreaker
Main Hand Melee Main Hand Melee (Warhammer)
Absolute Power Absolute Power (Action)

A surge of Divine energy accompanies your swing. It deals an additional 1d6⁠Force⁠Force damage and possibly pushes your target back 5 m (17 ft).


Halberd of Vigilance
Main Hand Melee Main Hand Melee (Halberd)
  • Deal an additional 1d4⁠Force⁠Force damage.
Sentinel Weapon
Gain a +1 bonus to Initiative rolls and Advantage Advantage on Perception Ability Checks.
Adroit Reflexes
When you make an Attack Roll Attack Roll as a  Reaction, you make it with Advantage Advantage.

Harper Sacredstriker
Main Hand Melee Main Hand Melee (Quarterstaff)
Spiritual Weapon Spiritual Weapon (Bonus Action + Level 2 Spell Slot)
Cast as a level 6 spell (Recharge: Long rest Recharge: Long rest.)

Ne'er Misser
Main Hand Ranged Main Hand Ranged (Hand Crossbow)
Magic Missile Magic Missile (Action + Level 1 Spell Slot)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)

Psychic Spark
Amulet Amulet
Magic Missile Magic Missile (Action + Level 1 Spell Slot)
Cast as a level 1 spell (Recharge: Long rest Recharge: Long rest.)
Psychic Missiles
Shoot an additional dart whenever you cast Magic Missile Magic Missile.

Rippling Force Mail
Armour Armour (Heavy Armour)
Force Absorption
Gain 2 turns of Force Conduit Force Conduit when taking Slashing⁠Slashing, Piercing⁠Piercing, or Bludgeoning⁠Bludgeoning damage.

Servitor of the Black Hand Gloves
Gloves Gloves (Non-Armour)
Fear Fear (Action + Level 3 Spell Slot)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Enervating Suffusion
Your unarmed attacks deal an additional 1d4⁠Force⁠Force damage.

Sethan
Main Hand Melee Main Hand Melee (Greataxe)
Spiritual Weapon Spiritual Weapon (Bonus Action + Level 2 Spell Slot)
Cast as a level 6 spell (Recharge: Long rest Recharge: Long rest.)

Stalker Gloves
Gloves Gloves (Non-Armour)
Seldom Caught Unawares
You gain a +1 bonus to Initiative rolls Initiative rolls.
Skullduggery Attack
Your Sneak Attack Sneak Attack deals an additional 1d4⁠Force⁠ForceDRS damage.

Swires' Sledboard
Off-Hand Melee Off-Hand Melee (Shield)
Shield Blow Shield Blow (Reaction)

When struck by a melee attack, your attacker must succeed a Dexterity Saving Throw Saving Throw or fall Prone Prone.

Shield Conduit
The shield shrouds the wearer with Force Conduit Force Conduit at the start of its turn in combat.

The Skinburster
Main Hand Melee Main Hand Melee (Halberd)
Skinburster Force
When the wielder deals melee damage with this weapon, they gain 2 turns of Force Conduit Force Conduit.

Viconia's Walking Fortress
Off-Hand Melee Off-Hand Melee (Shield)
Bulwark Rebuke Bulwark Rebuke (Reaction)

When a foe hits you with a melee attack, deal it 2d4⁠Force⁠Force and possibly knock it Prone Prone.

Reflective Shell Reflective Shell (Bonus Action)

A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.

Warding Bond Warding Bond (Action + Level 2 Spell Slot)
Cast as a level 2 spell (Recharge: Long rest Recharge: Long rest.)
Spellguard
You gain Advantage Advantage on Saving Throw Saving Throws against spells. Spell Attack Rolls against you have Disadvantage Disadvantage.

Wulbren's Hammer
Main Hand Melee Main Hand Melee (Light Hammer)
  • Deal an additional 2d4⁠Force⁠Force damage to constructs and objects (unlisted)