Name
|
Slot
|
Effect
|

Breaching Pikestaff
|
Main Hand Melee (Pike)
|
- Deal an additional 1d4
Force damage.
|

Craterflesh Gloves
|
Gloves (Non-Armour)
|
- Craterous Wounds
- Whenever you score a Critical Hit, deal an additional 1d6
ForceDRS damage.
|

Crossbow of Arcane Force
|
Main Hand Ranged (Heavy Crossbow)
|
Arcane Ammunition ( )
Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1d4 Force damage.
|

Garb of the Land and Sky
|
Armour (Clothing)
|
- Mountainous Poise
- While using
Patient Defence, you also benefit from the effect of Blade Ward.
- Breezeswift Speed
- While using
Step of the Wind, your next Attack roll has Advantage and deals an additional 1d8 Force damage.
|

Gauntlet of the Tyrant
|
Gloves (Non-Armour)
|
Command ( + )
- Cast as a level 3 spell (
Recharge: Long rest.)
- Enervating Suffusion
- Your unarmed attacks deal an additional 1d4
Force damage.
- High Spellcasting
- You gain a +1 bonus to Spell Save DC.
|

Gloves of Soul Catching
|
Gloves (Non-Armour)
|
- Soul Fist
- Your unarmed attacks deal an additional 1d10
Force damage.
- Soul Catching
- Once per turn, on an unarmed hit, you regain 10
hit points. Alternatively, you may forego healing to gain a +5 bonus on an Attack roll or Saving throw until the end of your next turn.
|

Faithbreaker
|
Main Hand Melee (Warhammer)
|
Absolute Power ( )
A surge of Divine energy accompanies your swing. It deals an additional 1d6 Force damage and possibly pushes your target back 5 m / 17 ft.
|

Halberd of Vigilance
|
Main Hand Melee (Halberd)
|
- Deal an additional 1d4
Force damage.
- Sentinel Weapon
- Gain a +1 bonus to Initiative rolls and
Advantage on Perception Ability Checks.
- Adroit Reflexes
- When you make an
Attack roll as a Reaction, you make it with Advantage.
|

Harper Sacredstriker
|
Main Hand Melee (Quarterstaff)
|
Spiritual Weapon ( + )
- Cast as a level 6 spell (
Recharge: Long rest.)
|

Ne'er Misser
|
Main Hand Ranged (Hand Crossbow)
|
Magic Missile ( + )
- Cast as a level 3 spell (
Recharge: Long rest.)
|

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

Rippling Force Mail
|
Armour (Heavy Armour)
|
- Force Absorption
- Gain 2 turns of
Force Conduit when taking Slashing, Piercing, or Bludgeoning damage.
|

Servitor of the Black Hand Gloves
|
Gloves (Non-Armour)
|
Fear ( + )
- Cast as a level 3 spell (
Recharge: Long rest.)
- Enervating Suffusion
- Your unarmed attacks deal an additional 1d4
Force damage.
|

Sethan
|
Main Hand Melee (Greataxe)
|
Spiritual Weapon ( + )
- Cast as a level 6 spell (
Recharge: Long rest.)
|

Stalker Gloves
|
Gloves (Non-Armour)
|
- Seldom Caught Unawares
- You gain a +1 bonus to
Initiative rolls.
- Skullduggery Attack
- Your
Sneak Attack deals an additional 1d4 ForceDRS damage.
|

Swires' Sledboard
|
Off-Hand Melee (Shield)
|
Shield Blow ( )
When a foe hits you with a melee attack, you can use your reaction to knock it Prone, unless they succeed a Strength saving throw.
- Shield Conduit
- The shield shrouds the wearer with
Force Conduit at the start of its turn in combat.
|

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

Viconia's Walking Fortress
|
Off-Hand Melee (Shield)
|
Bulwark Rebuke ( )
When a foe hits you with a melee attack, deal it 2d4 Force and possibly knock it Prone.
Reflective Shell ( )
A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.
Warding Bond ( + )
- Cast as a level 2 spell (
Recharge: Long rest.)
- Spellguard
- You gain
Advantage on Saving throws against spells. Spell Attack Rolls against you have Disadvantage.
|

Wulbren's Hammer
|
Main Hand Melee (Light Hammer)
|
- Deal an additional 2d4
Force damage to constructs and objects (unlisted)
|