There are various types of armour in Baldur’s Gate 3. Here, you can find the most powerful gear and how to get it.

Baldur’s Gate 3 Armour, Shields, and Clothing List

Each character can equip one helmet, chest piece, cloak, gloves, and boots simultaneously; the list also includes shields that can be equipped in combination with some weapon types. Each equipped armour, clothing, and shield provides additional passives, spells, or unique buffs to strengthen your character build. Gear can be found in five rarity categories, from common to powerful end-game legendary items. Legendary gear is unique and the most powerful 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.

Armour and Clothing Type
Clothing
Light Armour
Medium Armour
Heavy Armour
Shield
Rarity
Legendary
Very Rare
Rare
Uncommon
Common
Obtainable in Act:
Prologue
Act 1
Act 2
Act 3
Gear Slot
Helmet
Chest
Cape
Gloves
Boots

Image

Name

Effects

  • AC: 14
  • Balance: Gain a +1 bonus to Dexterity Saving throws and Ability checks
  • Ambusher: Gain a +1 bonus to Initiative Rolls.
  • AC: 15
  • Disadvantage on Stealth Checks.
Adamantine Scale Mail Baldur's Gate 3 BG3
  • AC: 14
  • Aura of Murder: Enemies within 2m become Vulnerable to Piercing damage, unless they are Resistant or Immune to it.
  • Ambusher: Gain a +2 bonus to Initiative Rolls.
Adamantine Scale Mail Baldur's Gate 3 BG3
  • Deathbringer’s Sight: You gain Darkvision in a range of 3m (or 15m if your race already has it). The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
  • Dauntless: You can’t be Frightened, and cannot be afflicted with other emotion-altering conditions.
  • Constitution Saving Throws +1
Adamantine Scale Mail Baldur's Gate 3 BG3
  • AC: 17
  • Shar’s Umbrae: While Obscured, the wearer has an Advantage on Stealth checks.
  • Advantage on Constitution Saving throws.
  • Shar’s Protection: While the wearer has Shield of Faith active, reduce all incoming damage by 2 and reflect damage received back at the attacker, who takes 1d4 Necrotic damage.
  • Gain Shar’s Aegis Spell: You can cast it as Level 1 Abjuration Spell spell using Constitution as the Spellcasting Ability. This spell allows spellcasters to surround themselves or an ally with divine protection and gain a bonus to their Armour Class. It also triggers Shar’s Protection.
Adamantine Scale Mail Baldur's Gate 3 BG3
  • AC: 10
  • Snowy Liver: While Drunk you have Advantage on Constitution Saving throws, and you gain Temporary Hit Points equal to your Constitution Modifier at the start of your turn
  • Stealthy Critical: While Hiding, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
  • Scintillating: You gain a +1 bonus to Charisma Checks and Saving Throws.
  • Seeking Spell: Seeking Spell: When you make a Spell Attack Roll, you can spend a Sorcery Point to gain Advantage Icon.png Advantage. This costs 1 Sorcery Point per spell slot Level. Cantrips cost 1 Sorcery Point.
  • Sword Mastery: You gain Proficiency with shortswords, longswords, and greatswords. In addition, you gain a +1 bonus to melee Attack Rolls.
  • Enervating Suffusion: Your unarmed attacks deal an additional 1d4 Force damage
  • High Spellcasting: You gain a +1 bonus to Spell Save DC.
  • Gain Command once per long rest: Command a creature to flee, move closer, freeze, drop to the ground, or drop its weapon.
  • Legendary Mobility: You gain Freedom of Movement and Longstrider.
  • Dexterity Saving Throws +1
  • AC: 16
  • Shar’s Umbrae: While Obscured, the wearer has an Advantage on Stealth checks.
  • Advantage on Constitution Saving throws.
  • Gain Shar’s Aegis Spell: You can cast it as Level 1 Abjuration Spell spell using Constitution as the Spellcasting Ability. This spell allows spellcasters to surround themselves or an ally with divine protection and gain a bonus to their Armour Class. It also triggers Shar’s Protection.
  • Grants Resistance to Cold Damage.
  • Armour of Agathys: Gain 5 temporary hit points and deal 5 Cold Damage to any creature that hits you with a melee attack. You can have temporary hit points from one source.
  • AC: 15
  • Radiating Shockwave: When the wearer deals Radiant damage, they cause a Radiant Shockwave.
    • Radiant Shockwave: Inflict Radiating Orb in a 3 m / 10 ft radius.
    • Radiating Orb: Affected entity has -1 to Attack Rolls per remaining turn. It also sheds bright light in an area surrounding it.
  • Seeking Blood: You gain a +2 bonus to Attack rolls when attacking creatures that have already taken damage.
  • Blood Thirst: Unarmed and melee attacks will deal an extra 2 Necrotic damage as long as you don’t have your full health. If you don’t deal any damage this turn, you will take 1d4 Necrotic damage at the end of your turn.
  • AC: 10
  • Dauntless: You can’t be Frightened and cannot be afflicted with other emotion-altering conditions.
  • Authority: You have an Advantage on Intimidation Checks and Insight Checks.
  • Armour Class +1
  • AC: 16
  • Seldom Caught Unawares: You gain a +2 bonus to Initiative Rolls.
  • Endurance by Fire: You have Resistance to Fire damage and a +2 bonus to Saving Throws.
  • Disadvantage on Stealth Checks.
  • Fire Shield: Warm – Scorching flames shed light in a 3 m / 10 ft radius. You take only half the damage of all Cold damage, and deal 2d Fire damage to anyone who hits you with a melee attack.
  • AC: 19
  • Superior Plate: You take 1 less Piercing damage.
  • Body Aid: Gain a +1 bonus to Strength Saving throws and Ability checks.
  • Disadvantage on Stealth Checks
  • Constitution +2 (up to 20)
  • AC: 16
  • Exotic Material: Add your Dexterity Modifier to your Armour Class. Additionally, this armour does not impose Disadvantage on Stealth Ability Checks.
  • Grants Resistance to Fire damage.
  • Adroit Caster: Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice. Can be used once per Short Rest.
  • Arming Enhancement: Gain a +2 bonus to attack and damage rolls with weapons.
  • Strength Saving Throws +1
  • Legendary Mobility: You gain Freedom of Movement and Longstrider.
  • Dexterity Saving Throws +1
  • AC: 20
  • Magical Plate: All incoming damage is reduced by 2.
  • Legendary Persistence: You gain Resistance and Blade Ward.
  • Disadvantage on Stealth Checks.
  • Nature’s Embrace: Increase your Wild Shape Charge by 1. This additional charge is restored upon taking a Long Rest.
  • Nature +1
  • AC: 10
  • Spell Resistance: You have an Advantage on Saving Throws against spells.
  • Gain Mirror Image: Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears.
  • AC: 10
  • Selûne’s Protection: While the wearer has Mage Armour, each successful Saving throw causes the source of the Saving Throw to take 1-4 Radiant damage.
  • Advantage on Constitution Saving throws.
  • Can cast Produce Flame. A flame in your hand sheds a light in a 9m radius and deals 1~8 Fire damage damage when thrown.
  • Can cast Lunar Bulwark once per Long Rest. Protect a target from attacks: Armour Class increases to 13 + its Dexterity modifier.
  • Saving Throw +1
  • AC: 10
  • High Spellcasting: You gain a +1 bonus to Spell Save DC.
  • Sparkswall Armour: The wearer has +1 to Armour Class and Saving Throws as long as they have Lightning Charges.
  • AC: +2
  • Immune to Critical Hits.
  • Adamantine Shield: When a melee attack misses you, the attacker is sent Reeling for 2 turns.
  • Shield Bash: When a foe hits you with a melee attack, you can use your reaction, to knock it prone unless they succeed a Dexterity Saving Throw.
  • Arcane Enchantments: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls.
  • Absorb Elements: Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack.
  • Dominate Person: Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.
  • AC: 10
  • Exquisite Focus: While Concentrating, you add your Spellcasting Modifier to your Saving throws and gain a +1 bonus to your  Armour Class.
  • Armour Class +1
  • Saving Throw +1
  • Acrobatics +1
  • Armour Class +1
  • Defy Villainy: When the wearer becomes Blinded, Paralysed or Poisoned , they automatically cast Lesser Restoration on themselves.
  • Saving Throws +1
  • AC: 10
  • Gregarious Caster: Your cantrips deal additional damage equal to your Charisma Modifier.
  • Well-Liked and Well-Fortified: At the beginning of the wearer’s turn, the robe activates, granting them temporary hit points equal to their Charisma Modifier.
  • Heightened Manoeuvre: Targets have Disadvantage on Saving Throws against your manoeuvre and weapon actions.
  • Attack +1
  • Experienced And Deadly: The wearer deals additional damage equal to their Wisdom Modifier with unarmed strikes.
  • Steadfast: You cannot be forcibly moved by a foe’s spells or actions, and you ignore the effects of Difficult Terrain.
  • Infernal Evasion: When you fail a Saving Throw, you may use your reaction to succeed instead.
  • Hellcrawler: Teleport to an area and deal 2-16 Fire damage where you land. The impact blast spreads in a 3m zone. Once per Short Rest
  • Angelclocker Knuckles: Your unarmed attacks deal an additional 1~4 Radiant damage.
  • Gain Guiding Bolt (Level 4 Evocation Spell): Deals 4d6 Radiant Damage. The next Attack Roll on this target has an Advantage. 2 turns
  • Enervating Suffusion: Your unarmed attacks deal an additional l-4 Force damage.
  • Gain Fear (Level 3 Illusion Spell): Project an image so frightening it makes targets drop their weapons and become Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can’t see you, they can make another Saving Throw to shake off their fear.
  • Thunderous Conversion: When the wearer deals Thunder damage, Lightning damage, or Radiant damage, inflict 2 turns of Reverberation upon the target(s).
  • Crushing Blows: The wearer gains a +1 bonus to unarmed Attack Rolls and their unarmed attacks deal an additional 2 Bludgeoning damage.
  • Dragonfire Fists: Your unarmed attacks deal an additional 1~4 Fire damage.
  • Scorching Ray: Hurl 3 rays of fire. Each ray deals 6D6 Fire damage.
  • AC: 10
  • Cat’s Grace: You gain Cat’s Grace and increase your Dexterity score by 2, to a maximum 20.
  • Nimble As a Cat: You gain a +1 bonus to Dexterity Saving Throws and also increase your Jump distance by 1.5m.
  • Gain Bull Rush
  • Displacement: At the beginning of the wearer’s turn, the cloak activates, granting enemies a Disadvantage on Attack Rolls that target the wearer. This effect lasts until the wearer takes damage.
  • AC: 10
  • 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 1~8 Force Damage.
  • Armour Class +1
  • Chilling Strike: Your unarmed attacks deal an additional 1~4 Cold damage.
  • Gain Ice Knife: Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby, creating an ice surface.
  • Caustic Reprisal: Whenever a creature deals melee damage to the wearer, that creature takes 1~4 Acid Damage.
  • AC: 10
  • Let the Undead Blanch with Fear: Undead have Disadvantage on Attack Rolls against you, and you have Advantage on Saving Throws against their actions and Spells.
  • Gain Turn Undead Action: Pray to Turn all undead that can see you. 3 Turns
  • AC: 13
  • Malefic Funghi: The wearer gains a +1 bonus to Spell Save DC and when dealing Necrotic damage, they deal an additional 1 Necrotic Damage.
  • Spore Sacks: While imbued with Symbiotic Entity, you can spread Bibberbang Spores, Timmask Spores, and Haste Spores
  • AC: 18
  • Disadvantage on Stealth Checks.
  • Attackers can’t land Critical Hits on the wearer.
  • Intense Adamantine Backlash: When a melee attack hits you, the attacker is sent Reeling for 3 turns.
  • Magical Plate: All incoming damage is reduced by 2. (No AC bonus from Dexterity)
  • AC: 16
  • Disadvantage on Stealth Checks.
  • Attackers can’t land Critical Hits on the wearer.
  • Adamantine Backlash: When a melee attack hits you, the attacker is sent Reeling for 2 turns.
  • Magical Plate: All incoming damage is reduced by 1. (AC bonus from Dexterity limited to +2)
  • Become the Bulwark: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield.
  • Attackers can’t land Critical Hits on the wearer.
  • Grants Resistance to Fire damage.
  • Can cast Hunter’s Mark once per Long Rest.
  • High Spellcasting: You gain a +1 bonus to Spell Save DC.
  • Seldom Caught Unawares: You gain a +1 bonus to Initiative Rolls.
  • Attack +1
  • Increases the wearer’s Dexterity score to 18.
  • Adrenaline Rush: When the wearer Dashes or takes a similar action during combat, they gain Wrath for 2 turns.
  • Hunter’s Eye: You gain a +1d4 bonus to Attack Rolls against creatures marked by Hunter’s Mark, True Strike, Faerie Fire, and Guiding Bolt.
  • AC: 10
  • Ruintamer Heart: While raging, the wearer generates 2 turns of wrath.
  • Wrath: Adrenaline courses through your veins. You have a +1 bonus to damage with melee weapons.
  • Constitution +2 (Up to 20)
  • Exoskeletal Endurance: Reduce all incoming damage by 2. When the wearer is struck by a melee attack, the attacker takes 2 Piercing damage.
  • Arcane Enchantment: You gain a +2 bonus to Spell Save DC and spell attack rolls.
  • Last Stand: During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 2 turns.
  • Lesser Infernal Touch: Your weapon attacks deal an additional 1d4 Fire damage. Your unarmed attacks deal an additional 1d4 Necrotic damage, and can possibly inflict Bleeding (DC 13 Constitution Save to negate Bleeding).
  • Strength Saving Throws +1
  • Bolstering Smite: When you apply a condition with one of your Smite spells, you gain temporary hit points equal to your Charisma Modifier.
  • Constitution Saving Throws +1
  • AC: +2
  • Additional Spell Slots: You gain 1 Level 1 Spell Slots.
  • Shield Bash: When a foe hits you with a melee attack, you can use your reaction to knock it Prone unless they succeed a Dexterity Saving Throw.
  • Gain Aid: Heal your allies and increase their hit point maximum by 5 hit points.
  • Night Walker: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on Grease or Ice.
  • Misty Step: Cast the spell Misty Step once per Short Rest.
  • Magical Durability: The wielder has a +2 bonus to Saving Throws against Spells.
  • Constitution Saving Throws +1
  • Crowning Glory: When healing another, the wearer regains 1d6 hit points.
  • AC: 14
  • Superior Material: You take 1 less Slashing damage.
  • Countershock: When the wearer takes damage while having Lightning Charges, the attacker must succeed a Dexterity Saving Throw or become Shocked.
  • AC bonus from Dexterity limited to +2
  • AC: 10
  • Cast Fire Shield (Warm) once per Long Rest.
  • Armour Class +1
  • Grants Resistance to Fire Damage.
  • AC: 10
  • Bull’s Strength: You gain Bull’s Strength and increase your Strength score by 2, to a maximum of 20
  • Unwavering Bull: You cannot be pushed against your will and you have an Advantage on Saving Throws against being Restrained
  • Gain Bull Rush
  • AC: 10
  • Flaming Revenge: On a successful Saving Throw against a foe’s spell, deal 6-9 Fire Damage to them.
  • Grants Resistance to Fire Damage
  • AC: +3
  • Rebuke of the Mighty: When a foe hits you with a melee attack, you can use your reaction, dealing it 2-8 Force damage and knock it Prone unless they succeed a DEX Save.
  • Spellguard: You gain an Advantage on Saving Throws against Spells. Spell Attack Rolls against you have Disadvantage.
  • Reflective Spell: A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.
  • Warding Bond: Ward an ally. They gain Resistance to all damage and a +1 bonus to their Armour Class and Saving Throws. Each time the target takes damage, the spellcaster takes the same amount of damage.
  • AC: 10 +1
  • Shar’s Umbrae: While obscured, the wearer has an Advantage on Stealth Checks.
  • Sharran Veil: Shield of Faith also grants you +2 bonus to all Saving Throws.
  • Underdog’s Bravery: The wearer gains Advantage on melee attack rolls while surrounded by 2 or more foes.
  • Strength Saving Throws +1
  • Menacing Attack: Soothing Songs: When you inspire an ally using Bardic Inspiration, they also regain 1d6 hit points.
  • Click Heels: Click the heels of your boots as a Bonus Action to gain Click Heels for 1 turn.
    • This condition doubles your Movement Speed and inflicts Disadvantage on Opportunity Attacks against you.
  • Shrouded in Shadow: Become Invisible for 2 turns. The spell breaks if you attack, cast another spell, perform an action, or take damage.
  • Balduran’s Vitality: The helmet heals you 2 Hit Points at the beginning of every turn.
  • Balduran’s Favour: You have a +1 bonus to Armour Class and Saving Throws.
  • Stun Immunity: You can’t be Stunned.
  • Attackers can’t land Critical Hits on the wearer.
  • Genial Strider: The wearer’s Movement Speed is unimpeded by Difficult Terrain
  • Cinders: Whenever you Burn an enemy, you gain 2 turns of Heat.
  • AC: 10
  • Grievous Retribution: When an enemy damages the wearer, they gain Wrath for 1 Turn.
  • Wrath: Adrenaline courses through your veins. You have a +1 bonus to melee damage stacking per turn.
  • Scorching Ray: Hurl 3 rays of fire. Each ray deals 2∼12 Fire damage.
  • Soul Fist: Your unarmed attacks deal an additional 1d10 Force damage.
  • Soul Catching: Once per turn, on an unarmed hit, you regain 10Hit Points. Alternatively, you may forego healing to gain Advantage on Attack Rolls and Saving Throws until the end of your next turn.
  • Constitution +2 (up to 20)
  • Set the wearer’s Constitution score to 23. The enchantment has no effect if their Constitution score is higher without it.
  • Strength Saving Throws +1
  • Refined Vaulting: Jump distance is increased by 1.5m.
  • Acrobatics +1
  • Corelon’s Guiding Hand: You gain Proficiency with longbows and shortbows. In addition, your ranged weapon attacks deal an additional 2 damage.
  • The Comeback: When the wearer heals a target, it gains an additional 3 Temporary Hit Points.
  • Speedy Sparks: When the wearer Dashes or takes a similar action during combat, they gain 3 Lightning Charges.
  • Athletics +1
  • AC: 21
  • Helldusk Armour: You are considered Proficient with this armour while wearing it.
  • Infernal Retribution: When you succeed a Saving Throw, the caster receives Burning for 3 turns.
  • Prime Aegis of Fire: You have Resistance to Fire damage and cannot be Burned. You take 3 less damage from all sources.
  • You can cast Fly once per Long Rest. This spell bestows the ability to Fly upon yourself or an ally.
  • AC: 13
  • High Spellcasting: You gain a +1 bonus to Spell Save DC.
  • Green Bed Regeneration: When starting your turn on Plant Growth Surface or Vine Surface regain 1d4 hit points.
  • Advantage on Constitution Saving Throws Checks.
  • Plunt Growth Spell
  • AC: 10
  • Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls.
  • Weave Eater: Whenever the wearer succeeds a Saving Throw against a spell, they regain 1~6 hit points.
  • AC: 13
  • Order of Nature: Undead creatures that hit the wearer receive 1d6 Radiant damage. Beasts that hit the wearer deal an additional 1d6 Radiant damage.
  • Warding Hands: When you use your Channel Oath spells, you gain Heroism.
  • Strength Saving Throws +1
  • AC: 10
  • Poison Trails: When the wearer casts a spell that deals Poison damage, it deals an additional 1d4 Poison Damage.
  • Helm’s Protection: When you heal another creature, it gains resistance against Bludgeoning, Piercing and Slashing damage dealt by weapon attacks.
  • Strength Saving Throws: +1
  • AC: +2
  • Loving Protection: Once per Short Rest, if you are below 50% Hits Points and take damage, you gain 8 Temporary Hit Points.
  • AC: 12
  • Forest Aegis: You are invested with the power of the meadows and woods of the land, and have the effect of Barkskin, increasing your armour class to 16.
  • Advantage on Constitution Saving Throws Checks
  • Charisma +2 (up to 22)
  • AC: 18
  • Eternal Devotion: Recite your Oath to regain 1 Paladin Channel Oath Charge per Long rest.
  • Disadvantage on Stealth checks
  • AC: 11
  • Remedial Rhymes: When you inspire an ally using Bardic Inspiration, you gain 4 temporary hit points.
  • AC: 14
  • Ambusher: Gain a +2 bonus to Initiative Rolls.
  • Advantage on Stealth Checks
  • Cast Shield spell once every Short Rest.
  • The Shadow Itself: Once per turn when you kill an enemy, shroud yourself in primaeval darkness to become Invisible for 2 turns.
  • Murderous Sight: You can see in the dark up to 3m. In addition, you gain a +2 bonus to Initiative rolls.
  • Cast See Invisibility once per Short Rest.
  • Focused Stride: When you cast a spell that requires Concentration, you gain Momentum for 1 turn. While you are concentrating, you cannot be pushed or get knocked Prone.
  • Athletics +1
  • Soul Perception: Gain a +2 bonus to Attack rolls, Initiative Rolls Initiative Rolls, and Perception Checks.
  • Detect Thoughts: Can read the thoughts of certain creatures while talking to them.
  • Gain Hail of Thorns Spell: Shoot a volley of thorns. The thorns deal weapon damage to the target and then explode. The explosion deals an additional 1d10 Piercing damage to the target and surrounding creatures. On miss, the thorns still explode. On save, targets still take half damage from the explosion.
  • Garotte: Wrap a shadow rope around a Humanoid creature’s throat to deal 1d10 Bludgeoning damage and start Garrotting it.
  • Attack Rolls +1
  • Missile Snaring: You can intercept missiles from ranged weapon attacks with a Reaction, reducing their damage by D10 Physical.png1d10 + your Dexterity modifier.
  • Revivify: Revive a companion. They return to life with 1 Hit point. Can cast Revivify once per Long Rest.
  • Strength Saving Throws +1
  • Aegis Palms: When you heal a creature, it gains the effect of Blade Ward. When you Revive a creature it gains the effect of Death Ward.
  • Crusader’s Mantle: Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4 Radiant damage. Can cast Crusader’s Mantle once per Long Rest.
  • AC: 10
  • Defier‘s Rejuvenation: Whenever the wearer succeeds on a Saving Throw against a spell, they regain 1-4 hit points.
  • Greater Kushigo Counter: The wearer can use a reaction to make an unarmed strike against any attacker that misses.
  • Armour Class +2
  • AC: 17
  • Exotic Material: Add your Dexterity Modifier to your Armour Class. Additionally, this armour does not impose Disadvantage on Stealth Ability Checks.
  • Saving Throw +2
  • Evasive Instinct: You have a +1 bonus to Armour Class and Saving Throws as long as you are not wearing armour or holding a shield.
  • Refined Vaulting: The lump distance is increased by 1.5m.
  • Gain Brutal Leap and set enemy Prone, 2 turns.
  • Infernal Acuity: You gain a +1 bonus to Spell Attack Rolls and Spell Save DC.
  • Infernal Touch: Your weapon attacks deal an additional 1d6 Fire damage. Your unarmed attacks deal an additional 1d6 Necrotic damage, and can possibly inflict Bleeding.
  • Rays of Fire: Hurl 3 rays of fire. Each ray deals 3d6 Fire damage. 
  • Strength Saving Throws +1
  • Infernal Sight: You can see in a magical and ordinary darkness up to a range of 12m. You cannot be Blinded.
  • Magical Durability: The wielder has a +2 bonus to Saving Throws against spells.
  • Attackers can’t land Critical Hits on the wearer.
  • Immolating Gaze: Sear and Frightens a target with nothing but your glower. You deal an additional 2d8 Fire damage against Burning creatures.
  • Quickspell Flinger: Cantrips that cost an action cost a bonus action instead. This effect can be used once per Short Rest.
  • AC: 10
  • Temperature Adjustment: You have resistance to Fire and Cold Damage
  • Watery Rejuvenation: If the wearer is standing in a water surface at the start of their turn, they heal 1~4 Hit Points.
  • Create or Destroy Water: Level 1 Transmutation spell
  • Armour Class +1
  • AC: 11
  • Lunar Bestial Vitality: You gain 22 temporary hit points after casting Wild Shape. While those temporary hit points are active reduce all incoming damage by 1.
  • Lunar Bestial Fortitude: You have a +2 bonus to Armour Class. You have an Advantage on Saving Throws against Spells. This effect persists while using your druidic Wild Shape ability.
  • Fury in the Marrow: When you Rage, hostile creatures in a 3 m radius must succeed Wisdom Saving Throw ot take 2~8 Psychic Damage. The targets receive half damage on a save.
  • Intimidation +2
  • Menacing Attack: Melee Weapon Action
  • AC: 14
  • Elven Chain: You are considered Proficient with this armour while wearing it.
  • Elven Agility: The wearer has a +2 bonus to Initiative Rolls and Advantage on Dexterity Saving Throws.
  • AC: 10
  • Slabjaw Determination: You gain 15 temporary hit points whenever you Rage.
  • Exoskeletal Endurance: Reduce all incoming damage by 2. When the wearer is struck by a melee attack, the attacker takes 2 Piercing damage.
  • AC: 13
  • Balance: Gain a +1 bonus to Dexterity Saving Throws and Checks.
  • Nature +1
  • Seldom Caught Unawares: You gain a +1 bonus to Initiative Rolls.
  • Skullduggery Attack: Your Sneak Attack deals an additional 1d4 Force damage.
  • Shield Conduit: The shield shrouds the wearer with Force Conduit at the start of its turn in combat.
  • Shield Bash: When a foe hits you with a melee attack, you can use your reaction, to knock it Prone unless they succeed a Dexterity Saving Throw.
  • Force Conduit: Bludgeoning, Piercing, and Slashing damage against the affected entity is reduced by 1 per turn remaining. If the entity takes damage while it has 5 or more turns remaining, it deals 1d4 Force damage in a 6m radius.
  • Woad’s Ensnaring Strike: The Enemy cannot move and takes 1d6 Piercing damage per turn. Attack Rolls against the creature have an Advantage, while the creature’s Attack Rolls and Dexterity Saving Throws have a Disadvantage. Duration: 3 turns.
  • Ever Vigilant: When the wearer chooses to end their Rage, they gain 15 Temporary Hit Points.
  • Absolute Bane: Creatures hit by an attack may receive a 1d4 penalty to Attack Rolls and Saving Throws.
  • Sleight of Hand +1
  • Conductive Strikes: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges.
  • Effective Transmitter: While imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage.
  • Running Jump: Once per turn, after the wearer Dashes or takes a similar action, they can Jump without using a Bonus action.
  • AC: 10
  • Kushigo Counter: While Patient Defence is active the wearer can use their reaction to make an unarmed strike against any attacker that misses.
  • AC: 12
  • Stealthy: Gain a +1 bonus to Stealth Checks.
  • Advantage on Constitution Saving throws.
  • Subtle Swap: You gain a +1 bonus to Attack rolls when throwing, and may swap positions with the target if they fail a Dexterity Saving throw.
  • Sleight of Hand +1
  • Damp Aegis: During Combat, once per turn, the cloak grants the wearer Water Layer Protection until the wearer takes damage.
  • High Spellcasting: You gain a +1 bonus to Spell Save DC.
  • Magical Plate: All incoming damage is reduced by 1
  • Advantage on Wisdom Saving throws.
  • Disadvantage on Stealth Checks.
  • Circuitry Interface: You are considered a construct. Your weapon Attack rolls have Advantage, and you have resistance to Lightning damage.
  • Strength saving throws +1.
  • Artificial Sight: The wearer can see in the dark up to 12 m / 40 ft and cannot be Blinded.
  • Advantage on Dexterity Saving throws.
  • Acrobatics +1
  • Cunning Brume: When the wearer Disengages, they also create a foggy cloud with 2 m/7 ft radius that lasts for 1 turn.
  • Martial Exertion: Push past your physical limits, taking 6d6 Piercing damage to gain an additional attack per turn and to double your movement speed. Use once per Short Rest.
  • Exoskeletal Reinforcement: Your attacks ignore Resistance to Slashing, Piercing, and Bludgeoning damage.
  • Spellmight: When casting a spell that requires an Attack roll, you can take a -5 penalty to the roll to deal an additional 1d8 damage.
  • AC: +2
  • Saving Throws +1
  • AC: +2
  • Shield Bash: When a foe hits you with a melee attack, you can use your reaction to knock them Prone unless they succeed a Dexterity Saving throw.
  • Grants Resistance to Fire Damage.
  • Blazing Retaliation: Once per Short Rest, use a Bonus action to huddle behind your shield to increase your Armour Class by 1 and reap scorching retaliation upon attackers who miss you. When an attacker misses you with a melee attack, they take 1d6 Fire damage. (On Save, target still takes half damage)
  • AC: 17
  • Force Absorption: Gain 2 turns of Force Conduit when taking Slashing, Piercing, or Bludgeoning damage.
  • Disadvantage on Stealth checks
  • Undead Ward: Allied undead within 6 m / 20 ft are Resistant to Bludgeoning, Slashing, and Piercing damage.
  • Cast Animate Dead once per Long Rest.
  • Psionic Revenge: When you succeed a Saving throw, the foe that caused the throw takes 1d4 Psychic.
  • Githyanki Only: Gain a +1 bonus to Intelligence, Wisdom, and Charisma Saving throws.
  • Fire Acuity: Whenever you deal Fire damage, you gain Arcane Acuity for 2 turns.

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