There are two types of accessories in Baldur’s Gate 3: necklaces or amulets and rings. Here, you can find the most powerful accessories and where to find them.
Hidden Overpowered Weapon Combos in BG3
All Classes, Subclasses, and Companion builds, including Multiclassing and Solo Guides, with over 50 different setups.
Baldur’s Gate 3 Accessories List
Each character can equip two rings and one amulet at the same time. Each equipped accessory provides additional passives, spells, or unique buffs to strengthen your character build. As of now, there are no legendary accessories available in the game. Legendary gear is unique and the most powerful gear in the game that you can get in Baldur’s Gate 3.
Select the categories below or scroll down to find the item you need.
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Name
Effects
- Spell Slot Restoration: Replenish an expended spell slot of any level as a Bonus Action once per Long Rest.
- Paralysing Critical bonus: Once per Long Rest, when scoring a Critical Hit on a humanoid, the wearer can Paralyse the target for 2 turns.
- Gain Ride the Winds spell once every Long Rest: Transform into a cloud, becoming Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes Tiny in size. While transformed, the target won’t be able to attack, cast spells, or talk.
- Gain Gust of Wind spell once every Short Rest: Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance.
- High Spellcasting: You gain a +2 bonus to Spell Save DC.
- Godswill: If you have the Channel Divinity Ability, you gain an additional use of it.
- Gain Misty Step: Surrounded by silver mist, you teleport to an unoccupied space you can see. Bonus Action
- Nature’s Vengeance: When the wearer stands in certain surfaces (such as fire) and deals damage, the target also suffers the surface’s effects.
- Gain Advantage on Wisdom Saving Throw Checks.
- Cast Shield Once per Short Rest: When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.
- Healing Word Spell: Heal a creature you can see 1d4+3. Bonus Action. Refreshes at Long Rest
- Mass Healing Word: Heal up to 6 allies 1d4+4. Bonus Action. 18m AoE. Refreshes at Long Rest
- Increases the wearer’s Constitution score to 23
- Advantage on Constitution Saving Throws Checks
- Boon of the Raven Queen: While wearing the amulet, the wearer’s jump and flying speed increase by 1.5 m / 5 ft, and they can cast Feather Fall. Feather Fall’s effect will persist while the wearer is Polymorphed or Wild-Shaped.
- Polymorph: Dire Raven: Take the shape of a dire raven that can avoid attention and Blind enemies. It has 13 hit points.
- Writhing Dance: When the wearer has 50% hit points or less, they don’t provoke Attacks of Opportunity.
- Absolute’s Tempest: If the wearer bears the Absolute’s Brand, they deal 1 additional Thunder damage with Thunder damage spells and attacks.
- Cast the spell Thunderwave once per Short Rest
- Executioner: When you kill a creature, your next Attack Roll will be a Critical Hit. Once spent, this effect refreshes after a Long Rest.
- Can cast Invisibility spell once per Long Rest.
- Can cast Blur spell once per Long Rest.
- Gain Create Undead Spell: Raise a corpse as a heinous mummy that fights by your side.
- Unwavering: You ignore the effects of Difficult Terrain, and cannot be Paralysed or Restrained.
- Risky Attack: You gain Advantage on Attack Rolls and receive Disadvantage on Saving Throws.
- Gain Colour Spray Spell: Blind creatures up to a combined 33 hit points. Level 1 Spell from the Illusion school. 1 Turn
- Can cast Confusion as a 5th level spell once per Long Rest.
- Confusion: Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
- Jump: Touch a creature to triple its jumping distance. 10 Turns, a Level 1 Spell from the Transmutation school.
- Combat Regeneration: At the beginning of your turn, the ring activates and heals you 1∼4 hit points.
- Blessed Mercy: When the wearer heals a creature, it also receives a 1d4 bonus to attack rolls and saving throws for 2 turns.
- Wound Closure: When Downed, automatically stabilise at the start of the turn.
- Potent Healing: Maximise the number of Hit Points restored.
- Tyrant Tongue: Grant an ally a +2 bonus to Intimidation once per Long Rest.
- Fond Caress: One of a magical pair of rings, this allows the wearer to receive Warding Bond from a creature wearing the matching ring.
- Spark Blocker: The wearer can’t be Electrocuted. Grants Resistance to Lightning damage.
- Detect Thoughts: Focus your mind to read the thoughts of certain creatures while talking to them.
- Psychic Missiles: Shoot an additional dart whenever you cast Magic Missile.
- Magic Missile: Cast the spell Magic Missile once per Long Rest.
- Cast Shatter (Level 2 or 3) once per Short Rest
- Ki Restoration (Lesser or Greater) once per Long Rest
- High Spirits (only on Rare amulet): The amulet’s spirit lingers, making everything seem a little more vibrant. Must succeed a Wisdom Saving throw when using the amulet’s power, or become Hysterical.
- Strange Conduit: When Concentrating on a spell, the wearer’s weapon attacks deal an additional 1d4 Psychic damage.
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