Baldur's Gate 3 (BG3)

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Baldur

Armor is an equippable piece of equipment that offers various levels of protection and defense in Baldur's Gate 3 (BG3). Read on to learn more about each individual piece of armor, its stats, effects, and more!

List of All Armor

Helms

Armour Effect Rarity
Assassin of Bhaal Cowl Murderous Sight: You can see in the dark up to 3m. In addition, you gain a +2 bonus to initiative rolls. Very Rare
Basic Hat - Common
Bicorne of the Sea Beast - Common
Birthright Charisma +2 (up to 22) Very Rare
Bonespike Helmet Fury in the Marrow: When you Rage, hostile creatures in a 3m radius must succeed a Wisdom Saving Throw or take 2-8 Psychic damage. The targets receive half damage on save.
Intimidation +2
Very Rare
Brimmed Hat - Common
Browbeaten Circlet Browbeaten: The wearer gains a +1 bonus to spell save DC while threatened. Uncommon
Bycocket - Common
Cap of Curing Soothing Songs: When you inspire an ally using Bardic Inspiration, they also regain 1d6 hit points. Uncommon
Cap of Wrath Last Stand: During combat, when the wearer starts their turn with 50% hit points or less, they gain Wrath for 2 turns. Rare
Circle of Bones Undead Ward: Allied undead within 6m are Resistant to Bludgeoning, Slashing, and Piercing damage. Rare
Circlet - Common
Circlet of Blasting - Rare
Circlet of Hunting 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. Very Rare
Circlet of Inner Turmoil - Very Rare
Circlet of Mental Anguish Psychic Leech: when an enemy fails a Charisma, Intelligence, or Wisdom Saving Throw against on your spells or cantrips, you regain 1-4 hit points. Rare
Circlet of Psionic Revenge Psionic Revenge: When you succeed a Saving Throw, the foe that caused the throw takes 1d4 Psychic damage.
Githyanki also gain a +1 bonus to Intelligence, Wisdom, and Charisma Saving Throws.
Rare
Coldbrim Hat Coldbrim Chill: Once per turn, any condition infliction on a target, also applies 2 turns of Encrusted with Frost. Uncommon
Covert Cowl Covert Critical: While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Dexterity Saving Throws +1
Uncommon
Dark Justiciar Helm Swathed in Shadow: While Obscured by shadow, the wearer gains +1 to Saving Throws when attacked.
Constitution Saving Throws +1
Uncommon
Dark Justiciar Helmet Magical Durability: The wielder has a +1 bonus to Saving throws against spells.
Covert Critical: While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Constitution Saving Throws +1
Very Rare
Dark Justiciar Mask Intimidation +1 Uncommon
Devilfoil Mask Infernal Legion: When you are withing 20m of another creature wearing a merregon's mask, Strength increases by 1 and Intelligence, Wisdom, and Charisma decrease by 1 per nearby mask. Common
Diadem of Arcane Synergy Synergetic Moments: When you inflict a condition, gain Arcane Synergy for 2 turns. Rare
Embroidered Bycocket - Common
Embroidered Hat - Common
Enforcer Helmet Rejuvenating Takedown: Whenever the wearer knocks a creature unconscious, the wearer regains 1d6 hit points.
Constitution Saving Throws +1
Uncommon
Fistbreaker Helm High Spellcasting: You gain a +1 bonus to Spell Save DC.
Seldom Caught Unawares: You gain a +1 bonus to Initiative Rolls.
Rare
Flaming Fist Helmet - Common
Flawed Helldusk Helmet Magical Durability: The wielder has a +2 bonus to Saving Throws against spells.
Constitution Saving Throws +1
Rare
Frayed Drow Hood Dexterity Saving Throws +1 Common
Gibus of the Worshipful Servant Lickspittle's Alertness: At the start of combat, the wearer gains Momentum equal to their Charisma Modifier.
Multitasking: You gain Advantage on Concentrating Saving Throws
Rare
Grymskull Helm Attackers can't land Critical Hit on the wearer.
Grants Resistance to Fire damage.
Very Rare
Haste Helm Smooth Start: At the start of combat, the wearer gains Momentum for 3 turns. Rare
Hat Smooth Start: At the start of combat, the wearer gains Momentum for 3 turns. Rare
Hat of Fire Acuity FIre Acuity: Whenever you deal Fire damage, you gain Arcane Acuity for 2 turns. Uncommon
Hat of Storm Scion's Power Thunderous Acuity: Whenever the wearer deals Thunder damage, they gain Arcane Acuity. Uncommon
Hat of the Sharp Caster Sharp Caster: When you roll a 1 or 2 on a damage die(s) for a Spell Attack, that die(s) is rerolled once. Rare
Hat of Uninhibited Kushigo Lay Bare Their Weakness: After dealing damage with an unarmed attack, the wearer gains +1 bonus to their spell save DC until the end of their turn. Rare
Hat of Uproarious Laughter Slippery Slapsticky: When knocked Prone, hostile creature with an Intelligence of 5 or more within 9m of you must succeed a Wisdom Saving Throw or become stricken with Laughter. Rare
Helldusk Helmet Infernal Sight: You can see in 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.
Very Rare
Hellgloom Helmet Magical Durability: The wielder has a +2 bonus to Saving Throws against spells.
Constitution Saving Throws +1
Rare
Helm of Arcane Gate - Rare
Helm of Balduran 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 Armor Class and Saving Throws.
Stun Immunity: You can’t be Stunned.
Attackers can’t land Critical Hits on the wearer.
Legendary
Helmet Constitution Saving Throws +1 Common
Helmet of Arcane Acuity Battle Acuity: Whenever you deal damage with a weapon attack, you gain Arcane Acuity for 2 turns.
Dexterity Saving Throws +1
Uncommon
Helmet of Autonomy Proficiency in Wisdom Saving Throws. Uncommon
Helmet of Smiting 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
Uncommon
Holy Lance Helm Smite the Graceless: Creatures who miss their Attack Rolls against the wearer must make a Dexterity Saving Throw or take 1d4 Radiant damage.
Constitution Saving Throws +1
Uncommon
Hood of the Weave Arcane Enchantment: You gain a +2 bonus to Spell Save DC and spell Attack Rolls. Very Rare
Horns of the Berserker 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 Nectrotic damage as long as you don't have your full health. If you don't deal any damage this turn, you take 1d4 Necrotic damage at the end of your turn.
Very Rare
Ignoble Hat - Common
Infernal Mask - Uncommon
Jannath's Hat Advantage on Persuasion Checks.
Advantage on Deception Checks.
Very Rare
Key of the Ancients Nature +1 Uncommon
Leather Helmet Dexterity Saving Throws +1 Common
Marksmanship Hat Marksmanship: You gain a +1 bonus to Attack Rolls and Thrown Attack Rolls. Uncommon
Mask of Soul Perception Soul Perception: Gain a +2 bonus to Attack Rolls, Initiative Rolls, and Perception Checks. Very Rare
Mask of the Shapeshifter Wielder can use Shapeshift Level 1 Illusion Spell. Legendary
Old Floppy Hat - Common
Pyroquickness Hat Fiery Return: When you deal fire damage with a levelled spell, you Burn yourself and gain an additional bonus action this round. Very Rare
Rufflesome Blaggart Hat - Common
Sarevok's Horned Helmet Deathbringer's Sight: You gain Darkvision up to a range of 3m, or 15m if you already have it. The number you need to roll a Critical Hit while attacking is reeduced 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
Very Rare
Scabby Pugilist Circlet Martial Bravery: Your weapon and unarmed attacks deal an additional 2 damage while surrounded by 2 or more foes. Rare
Shadow of Menzoberranzan - Rare
Shapeshifter Hat Nature's Embrace: Increase your Wild Shape Charge by 1.
Nature +1
Very Rare
Snakeskin Hat - Common
Steelwatcher Helmet Artificial Sight: The wearer can see in the dark up to 12m and cannot be Blinded.
Advantage on Constituion Saving Throw and Checks.
Rare
The Lifebringer Lifebringer: 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. Uncommon
The Pointy Hat Glorious Pointy Hat: You gain a bonus to your Persuasion Checks equal to your Intelligence Modifier. Rare
The Shadespell Circlet Shadespell: While the wearer is obscured in shadow, their spells gain a +1 bonus to Spell Save DC, making them more likely to succeed. Uncommon
Tightening Orbit Helm Constitution Saving Throws +1 Rare
Wapira's Crown Crowning Glory: When healing another, the wearer regains 1d6 hit points. Uncommon
Warped Headband of Intellect Increases the wearer's Intelligence to 17. Uncommon
Whispering Mask Part of the Flock: Auntie Ethel welcomes you, dearie. Common
Wide-Brimmed Hat - Common
Wizard Hat - Common

List of All Helms

Chest Armor

Armour Type Class
Adamantine Scale Mail Medium 16
Adamantine Splint Armour Heavy 17
Armour of Agility Medium 17
Armour of Devotion Heavy 18
Armour of Landfall Light 13
Armour of Moonbasking Light 11
Armour of Persistence Heavy 20
Armour of the Sporekeeper Light 13
Armour of Uninhibited Kushigo Clothing 10
Barbarian Clothes Clothing 10
Barkskin Armour Medium 12
Bhaalist Armour Light 14
Bided Time Clothing 10
Blackguard's Plate Heavy 19
Blazer of Benevolence Light 11
Bloodguzzler Garb Clothing 10
Bonespike Garb Clothing 10
Breastplate Medium 14
Cerebral Citadel Armour Heavy 18
Chain Mail Heavy 16
Chain of Liberation Medium 13
Chain Shirt Medium 13
Cloth Armour Clothing 10
Cloth of Authority Clothing 10
Damaged Chain Shirt Medium 11
Damaged Dark Justiciar Armour Medium 13
Damaged Scale Mail Medium 12
Dark Justiciar Half-Plate Medium 16
Dark Justiciar Mail Medium 13
Drow Studded Leather Armour Light 12
Druid Leather Armour Light 13
Drunken Cloth Clothing 10
Dwarven Splintmail Heavy 19
Elegant Robe Clothing 10
Elegant Studded Leather Light 14
Elven Chain Medium 14
Emblazoned Plate of the Marshal Heavy 19
Enraging Heart Garb Clothing 10
Flame Enamelled Armour Medium 16
Flawed Helldusk Armour Heavy 18
Garb of the Land and Sky Clothing 10
Githyanki Half Plate Medium 13
Half Plate Armour Medium 15
Hedge Wanderer Armour Medium 13
Helldusk Armour Heavy 21
Hellgloom Armour Heavy 18
Hide Armour Medium 12
Icebite Robe Clothing 10
Infernal Robe Clothing 10
Ironwood Breastplate Medium 15
Leather Armour Light 11
Luminous Armour Medium 15
Monastic Robes Clothing 10
Moon Devotion Robe Clothing 10
Obsidian Laced Robe Clothing 10
Padded Armour Light 11
Penumbral Armour Light 12
Plate Armour Heavy 18
Poisoner's Robe Clothing 10
Potent Robe Clothing 10
Protective Plate Heavy 18
Psionic Ward Armour Medium 15
Psychic Feedback Armour Light 13
Reaper's Embrace Heavy 19
Ring Mail Armour Heavy 14
Rippling Force Mail Heavy 17
Robe Clothing 10
Robe of Exquisite Focus Clothing 10
Robe of Spell Resistance Clothing 10
Robe of Summer Clothing 10
Robe of Supreme Defense Clothing 10
Robe of the Weave Clothing 10
Robust Chain Shirt Medium 13
Sarevok's Wretched Armour Heavy 20
Scale Mail Medium 14
Scale Mail of Devotion Medium 14
Scale Mail of the Ancients Medium 14
Scale Mail of Vengeance Medium 14
Scarlet Leather Armor Light 12
Selunite Robe Light 11
Shadeclinger Armour Light 12
Sharpened Snare Cuirass Medium 14
Shelter of Athkatla Clothing 10
Simple Cloth Clothing 10
Simple Jerkin Light 11
Simple Robe Clothing 10
Slippery Chain Shirt Medium 14
Sorcerer Robe Clothing 10
Spidersilk Armour Light 12
Splint Armour Heavy 17
Studded Leather Armour Light 13
The Graceful Cloth Clothing 10
The Jolty Vest Medium 13
The Mighty Cloth Clothing 10
The Oak Father's Embrace Medium 13
The Protecty Sparkswall Clothing 10
Torment Drinker Armour Light 13
Unwanted Masterwork Scale Mail Medium 16
Veil of the Morning Clothing 10
Vest of Soul Rejuvenation Clothing 10
Viconia's Priestess Robe Clothing 10
Wavemother's Robe Clothing 10
Yuan-Ti Scale Mail Medium 15

List of All Chest Armor

Shields

Shield Effect Armour Class
Abdel's Trusted Shield 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. +2
Absolute's Protector Absolute's Aegis: If the wielder bears the Absolute's Brand, all damage received from spells is reduced by 1.
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.
+2
Absolute's Warboard Absolute's Ward: If the wielder bears the Absolute's Brand, they gain a +1 bonus to Saving Throws. 2
Adamantine Shield Adamantine Shield: When a melee attack misses you, the attacker is sent Reeling for 1 turn. +2
Broken Shield - +1
Enforcer Shield Staunch Blessing: When a creature misses the wielder with an attack, they gain a +1d4 bonus to their next Attack roll that deals non-lethal damage.
This bonus is relinquished when the wielder deals lethal damage.
+2
Fossilised Shell - +2
Gloomstrand Shield Stealth +1 +2
Glowing Shield Loving Protection: Once per Short Rest, if you are below 50% hit points and take damage, you gain 8 temporary hit points. +2
Goblin Shield - +2
Iron-Banded Shield - +2
Ironvine Shield Ironvine: While the wielder is holding a weapon empowered with Shillelagh, and when they are hit biy a melee attack, the attack takes 1 Piercing damage. +2
Justiciar's Greatshield 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
Advantage on Perception Checks.
Ketheric's Shield Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls.
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.
Advantage on Dexterity Saving Throw Checks.
+2
Rusty Studded Shield - +2
Safeguard Shield Saving Throw +1 +2
Scrapwood Shield - +2
Sentinel Shield Heightened Awareness: Gain a +3 bonus to Initiative Rolls and Advantage on Perception Ability Checks.
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.
+2
Shield - +3
Shield +1 - +3
Shield of Devotion Additional Spell Slot: You gain 1 Level 1 spell slot.
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.
+2
Shield of Returning Bound Weapon: This shield binds to your being, returning to your hand if thrown. +2
Shield of Scorching Reprisal 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. +2
Shield of Shielding 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. +2
Shield of the Undevout Dreadful Hewer: Your foes have Disadvantage on Saving Throws to resist your spells or actions that inflict Fear.
Additional Spell Slot: You gain 1 Level 1 Spell slot.
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.
+2
Spiked Shield - +2
Studded Shield - +2
Swire's Sledboard 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
+2
The Real Sparky Sparkswall - +3
Training Shield - +1
Viconia's Walking Fortress Rebuke of the Mighty: When a foe hits you with a melee attack, you can use your reaction, dealing it 2d8 Force damage and knock it Prone unless they succeed a Dexterity Saving Throw.
Spellguard: You gain Advantage on Saving Throws against spells. Spell Attack Rolls against you have Disadvantage.
+3
Watcher's Shield Advantage on Perception Checks +2
Wood Woad Shield - +2
Wooden Shield - +2

List of All Shields

Gloves

Armour Effect Rarity
Abyss Beckoners Demonspirit Aura: The wearer’s summoned creature has resistance to all damage except Psychic damage.
At the start of the summoned creature’s turn, it must succeed a Wisdom Saving Throw or be driven Mad.
Very Rare
Bhaalist Gloves Attack +1 Very Rare
Blackguard's Gauntlets Strength Saving Throws +1
Attack +1
Rare
Bonespike Gloves Exoskeletal Reinforcement: Your attacks ignore Resistance to Slashing, Piercing, and Bludgeoning damage. Very Rare
Bracers of Defence Become the Bulwark: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield. Rare
Bracers of Defense Become the Bulwark: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield. Rare
Braindrain Gloves Mental Inferference: When you deal Psychic damage, you also inflict Mental Fatigue for 2 turns. Uncommon
Cerebral Citadel Gloves Illithid Euphoria: Charm or Frighten a creature to gain a 1d4 bonus to Attack Rolls and Saving Throws.
Strength Saving Throws +1
Rare
Cindersnap Gloves - Rare
Craterflesh Gloves Craterous Wounds: Whenever you score a critical hit, deal an additional 1d6 Force damage.
Strength Saving Throws.
Rare
Daredevil Gloves Doom Lobber: The wearer gains a +1 bonus to Spell Attack Rolls.
Daredevil Proximity: Your Ranged Attacks are made as melee spell attacks when you are adjacent to a hostile creature. This effect can be toggled off.
Rare
Dark Displacement Gloves 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
Rare
Dark Justiciar Gauntlets Umbral Attack: Your weapon attacks deals an additional 1d4 Necrotic damage.
Strength Saving Throws +1
Rare
Deadly Channeller Gloves - Rare
Drow Leather Gloves - Common
Flawed Helldusk Gloves Lesser Infernal Touch: Your weapon attacks deal an additional 1-4 Fire damage. Your unarmed attacks deal an additional 1-4 Necrotic damage, and can possibly inflict Bleeding.
Strength Saving Throws +1
Rare
Fleetfingers Running Jump: Once per turn, after the wearer Dashes or takes a similar action, they can Jump without using a bonus action. Uncommon
Gauntlet of the Tyrant Enervating Suffusion: Your unarmed attacks deal an additional 1~4 Force damage.
High Spellcasting: You gain a +1 bonus to Spell Save DC.
Very Rare
Gauntlets of Hill Giant Strength Strength Saving Throw +1
Increases the wearer's Strength to 23
Very Rare
Gauntlets of Surging Accuracy Surge Accuracy: When you use Action Surge, gain a 1d4 bonus to Attack Rolls for the rest of your turn.
Strength Saving Throw +1
Rare
Gauntlets of the Warmaster Heightened Manoeuvre: Targets have Disadvantage on Saving Throws against your manoeuvre and weapon actions.
Attack +1
Very Rare
Gemini Gloves Aroit Caster: Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice. Very Rare
Gloves of Archery Corellon's Guiding Hand: You gain Proficiency with longbows and shortbows. In addition, your ranged weapon attacks deal an additional 2 damage. Uncommon
Gloves of Baneful Striking Baneful Strike: Whenever you deal damage with a weapon attack, the target receives a 1d4 penalty to its Saving Throw against your next spell. Uncommon
Gloves of Battlemage's Power Battlemage's Power: When a weapon attack roll inflicts a condition, the wielder gains Arcane Acuity.
Strength Saving Throws +1
Rare
Gloves of Belligerent Skies Thunderous Conversion: When the wearer deals Thunder damage, Lightning damage, or Radiant damage, inflict 2 turns of Reverberation upon your target(s). Uncommon
Gloves of Cinder and Sizzle Dragonfire Fists: Your unarmed attacks deal an additional 1~4 Fire damage. Rare
Gloves of Crushing Crushing Blows: The wearer gains a +1 bonus to unarmed Attacks Rolls and their unarmed attacks deals an additional 2 Bludgeoning damage. Rare
Gloves of Dexterity Increases the wearer's Dexterity score to 18.
Attack +1
Very Rare
Gloves of Hail of Thorns Grants wearer ability to cast Hail of Thorns Uncommon
Gloves of Heroism Warding Hands: When you use your Channel Oath spells, you gain Heroism.
Strength Saving Throws +1
Uncommon
Gloves of Missile Snaring Missile Snaring: You can intercept missiles from ranged weapon attacks, reducing their damage by 1d10 + your Dexterity Modifier. Rare
Gloves of Power Absolute's Bane: On a melee hit, possibly inflict a -1d4 penalty to the target's Attack Rolls and Saving Throws.
Sleight of Hand +1
Uncommon
Gloves of Soul Catching 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 also forego healing to gain Advantage on Attack Rolls and Saving Throws until the end of your next turn.
Constitution +2 (up to 20)
Legendary
Gloves of the Automation Strength Saving Throws +1 Rare
Gloves of the Balanced Hands Two-Weapon Fighting: When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack. Rare
Gloves of the Duellist Duelling Gloves: While only holding one weapon in your main hand and nothign in your free hand, gain a +2 bonus to melee weapon Attack Rolls. Rare
Gloves of the Growling Underdog Underdog's Bravery: The wearer gains Advantage on melee attack rolls while surrounded by 2 or more foes.
Strength Saving Throws +1
Uncommon
Gloves of the Missile Snaring Missile Snaring: You can intercept missiles from ranged weapon attacks, reducing their damage by 1d10 + your Dexterity Modifier. Rare
Gloves of Thievery Advantage on Sleight of Hand Checks. Uncommon
Gloves of Uninhibited Kushigo Kushigo's Might: The wearer deals an additional 1d4 damage with Throw Attacks and attacks made with Improvised Weapons. Rare
Helldusk Gloves 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.
Strength Saving Throws +1
Very Rare
Hellgloom Gloves Lesser Infernal Touch: Your weapon attacks deal an additional 1d4 Fire damage. Your unarmed weapon attacks deal an additional 1d4 Necrotic damage, and can be possibly inflict Bleeding.
Strength Saving Throws +1
Rare
Hellrider's Pride 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
Uncommon
Herbalist's Gloves Cleansing Touch: If the wearer heals a Poisoned creature, it is no longer Poisoned. Uncommon
Hr'a'cknir Bracers Quickened Mage Hand: You can cast Mage Hand as a bonus action.
Strength Saving Throws +1
Very Rare
Ichorous Gloves Ichorous Corrosion: When the wearer deals Acid damage, they also inflict Noxious Fumes upon the target(s). Uncommon
Jhannyl's Gloves Defy Villainy: When the wearer becomes Blinded, Paralysed, or Poisoned, they automatically cast Lesser Restoration on themselves.
Saving Throw +1
Rare
Knock Knuckle Gloves Sleight of Hand +1 Uncommon
Leather Gloves - Common
Legacy of the Masters Arming Enhancement: Gain a +2 bonus to attack and damage rolls with weapons.
Strength Saving Throws +1
Very Rare
Luminous Gloves Radiating Orb Gloves: When the wearer deals Radiant damage, receive 1 turn of Radiating Orb.
Strength Saving Throws +1
Uncommon
Martial Exertion Gloves - Rare
Metallic Gloves Strength Saving Throws +1 Common
Nimblefinger Gloves Nimblefinger: Gnomes are granted +2 to Dexterity. Halflings and Dwarves gain +1 Dexterity.
Sleight of Hand +1
Rare
Pale Widow Gloves - Very Rare
Poisoner's Gloves Envenom: Whenever you deal Poison damage, the target needs to succeed a Constitution Saving Throw or become Poisoned. Rare
Quickspell Gloves Quickspell Finger: Cantrips that cost an action cost a bonus action instead. This effect can be used once per Short Rest. Very Rare
Raven Gloves - Rare
Reason's Grasp Ever Vigilant: When the wearer chooses to End their Rage, they gain 15 temporary hit points. Uncommon
Seraphic Pugilist Gloves Angelclocker Knuckles: Your unarmed attacks deal an additional 1d4 Radiant damage. Rare
Servitor of the Black Hand Gloves Enervating Suffusion: Your unarmed attacks deal an additional 1d4 Force damage. Rare
Snow-Dusted Monastery Gloves Chilling Strike: Your unarmed attacks deal an additional 1d4 Cold damage. Rare
Spellmight Gloves 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. Very Rare
Spellseeking Gloves Seeking Spell: When you make a spell Attack Roll, you can spend a Sorcery point to gain Advantage. This cost 1 Sorcery Point per spell slot Level. Cantrips cost 1 Sorcery Point. Rare
Stalker Gloves Seldom Caught Unawares: You gain a +1 bonus to Initiative Rolls.
Skullduggery Attack: Your Sneak Attack deals an additional 1d4 Force damage.
Rare
Swordmaster Gloves Sword Mastery: You gain Proficiency with shortswords, longswords, and greatswords. In addition, you gain a +1 bonus to melee Attack rolls. Rare
The Fork Lightning Fingers Lightning Strikes: Your unarmed attacks deal an additional 1d4 Lightning damage. Rare
The Reviving Hands 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.
Strength Saving Throws +1
Very Rare
The Sparkle Hands Charged Lightning: The wearer has +1 to Strength and Dexterity Checks, as long as they have Lightning Charges.
Strength Saving Throws +1
Uncommon
Thermoarcanic Gloves Arcane Ashes: Whenever you deal Fire damage, you gain 2 turns of Heat. Uncommon
Thunderpalm Strikers Booming Blows: Your unarmed attacks deal an additional 1d4 Thunder damage. Rare
Unlucky Thief's Gloves Sleight of Hand +1 Uncommon
Unwanted Masterwork Gauntlets Attack +1
Strength Saving +1
Rare
Vampiric Gloves - Very Rare
Winkling Gloves Sleight of Hand +1
Attack +1
Rare
Winter's Clutches Winter's Clutches: When the wearer deals cold damage, inflict 2 turns of Encrusted with Frost upon the targets. Uncommon
Wondrous Gloves Troubadour's Wonder: Your Armour Class increases by 1. In addition, if you have Bardic Inspiration, you gain 1 more use of it. Rare

List of All Gloves

Boots

Armour Effect Rarity
Acrobat Shoes Acrobatics +1
Advantage on Dexterity Saving Throws Checks
Rare
Blackguard's Greaves Strider Movement: You gain Longstrider
Athletics +1
Rare
Bonespike Boots 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: Jump distance is increased by 1.5m.
Very Rare
Boots of Aid and Comfort The Comeback: When the wearer heals a target, it gains an additional 3 temporary hit points. Uncommon
Boots of Apparent Death These boots allow the wearer to cast Feign Death once per Short Rest. Rare
Boots of Arcane Bolstering Rapid Caster: Each time they dash, the wearer gains Arcane Charge for 2 turn(s). Rare
Boots of Brilliance - Rare
Boots of Elemental Momentum Elemental Momentum: Whenever the wearer deals Acid, Cold, Fire, Lightning, or Thunder damage with a spell or cantrip, they gain Momentum for 2 turns.
Athletics +1
Uncommon
Boots of Genial Striding Genial Strider: The wearer's movement speed is not impeded by Difficult Terrain. Rare
Boots of Persistence Legendary Mobility: You gain Freedom of Movement and Longstrider.
Dexterity Saving Throws +1
Very Rare
Boots of Psionic Movement Flying Strike: When a githyanki casts Fly, their next melee weapon attack deals an additional 1-4 Psychic damage.
Dexterity Saving Throws +1
Very Rare
Boots of Speed - Rare
Boots of Stormy Clamour Arcane Echomalefaction: When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of Reverberation. Uncommon
Boots of Striding Focused Stride: When you cast a spell that requires concentration, you gain Momentum.
While you are concentrating, you cannot be pushed or get knocked Prone.
Athletics +1
Uncommon
Boots of Uninhibited Kushigo Experienced and Deadly: The wearer deals additional damage equal to their Wisdom Modifier with unarmed attacks. Rare
Boots of Very Fast Blinking - Uncommon
Briskwind Boots Critical Swiftness: After scoring a Critical Hit or killing a hostile creature, movement speed is restored to maximum. Rare
Cinder Shoes Cinders: Whenever you Burn an enemy, you gain 2 turns of Heat. Uncommon
Dark Justiciar Boots Dexterity Saving Throws +1 Rare
Disintegrating Night Walkers Night Walker: Can't be Enwebbed, Entangled, or Ensnared and can't slip on grease or ice. Very Rare
Drow Leather Boots - Common
Evasive Shoes Acrobatics +1
Armour Class +1
Rare
Featherlight Boots Burst of Speed: When the wearer has 50% hit points or less, their Movement Speed is increased by 3m. Uncommon
Gargoyle Boots Dexterity Saving Throws +2 Very Rare
Helldusk Boots 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.
Very Rare
Hoarfrost Boots Hoarfrost Balance: You cannot fall Prone while traversing icy terrain. Uncommon
Jaheira's Boots - Common
Karlach's Boots - Common
Leather Boots - Common
Linebreaker Boots Adrenaline Rush: Once per turn, when you Dash you gain Wrath for 2 turns. Rare
Metallic Boots - Common
Mystra's Grace - Uncommon
Shadowstep Boots - Uncommon
Simple Boots - Common
Slinging Shoes Shoe Slinger: Returns to its owner when thrown. On a hit, deal an additional 2d8 Psychic damage.
Dexterity Saving Throws +1
Rare
Spaceshunt Boots - Rare
Spiderstep Boots Spider Step: Immune to being Enwebbed. Uncommon
Springstep Boots Swift Strides: When the wearer Dashes or takes a similar action during combat, they gain Momentum for 3 turns. Rare
Swiresy Shoes Refined Vaulting: Jump distance increased by 1.5m.
Acrobatics +1
Rare
Tenacious Boots Athletics +1 Uncommon
The Speedy Lightfeet Speedy Sparks: When the wearer Dashes or takes a similar action during combat, they gain 3 Lightning Charges.
Athletics +1
Rare
The Watersparkers Electrifying Water: When the wearer stands in water during combat, it becomes electrified.
Watersparks: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.
Rare
Thin-Soled Shoes - Common
Tyrannical Jackboots Scintillating: You gain a +1 bonus to Charisma Checks and Savings Throws. Uncommon
Unwanted Masterwork Greaves Athletics +1 Rare
Varsh Ko'kuu's Boots Caretaker’s Care: Acidic surfaces don’t affect you, and you are Resistant to Acid damage. Uncommon
Vital Conduit Boots Vital Conduit: When the wearer casts a spell that required Concentration, they gain 8 temporary hit points
Athletics +1
Rare
Wavemother's Boots Watery Rejuvenation: If the wearer is standing in a water surface at the start of their turn, they heal 1d4 hit points. Rare

List of All Boots

Cloaks

Armour Effect Rarity
Braindrain Cape Mental Debilitation: When the wearer succeeds a Saving Throw against any foe's spells or actions, that foe gains Mental Fatigue. Rare
Cape of the Red Prince - Common
Cindermoth Cloak Flaming Shroud: A creature that damages the wearer within 2m receives Burning. Uncommon
Cloak - Common
Cloak of Avarice - Rare
Cloak of Cunning Brume Cunning Brume: When the wearer disengages, they also create a foggy cloud with 2m radius that last for 1 turn. Uncommon
Cloak of Displacement Displacement: At the beginning of the wearer's turn, the cloak activates, granting enemies Disadvantage on Attack Rolls that target the wearer. This effet lasts until the wearer takes damage. Rare
Cloak of Elemental Absorption Absorb Elements: Absorb elemental damage once per Short Rest. Take half damage from the next element attack targetting you, and deal an addtional 1d6 of that element type on your next attack. Uncommon
Cloak of Protection Armour Class+1
Saving Throw +1
Uncommon
Cloak of The Weave Arcane Enchantment: 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.
Very Rare
Derivation Cloak Deadly Derivation: When you Poison a foe heal yourself for 1d4 hit points. Rare
Fleshmelter Cloak Custic Reprisal: Whenever a creature deals melee damage to the wearer, that creature takes 1d4 Acid damage. Uncommon
Mantle of the Holy Warrior - Very Rare
Nymph Cloak - Very Rare
Reverse Rain Cloak - Uncommon
Shade-Slayer Cloak Stealthy Critical: While hiding, the number you need to roll a Critical hit while attacking is reduced by 1. This effect can stack. Very Rare
The Deathstalker Mantle The Shadow Itself: Once per turn when you kill an enemy, shroud yourself in primaeval darkness to become Invisible for 2 turns. Rare
Thunderskin Cloak Dazing Echo: When a creature with Reverberation deals damage to the wearer, the creature needs to make a Constitution Saving Throw or become Dazed. Uncommon
Vivacious Cloak Arcane Vivaciousness: You gain 7 temporary hit points after casting a spell while in melee. Uncommon
Wavemother's Cloak Damp Aegis: During combat, once per turn, the cloak grants the wearer Water layer Protection until the wearer takes damage. Rare

List of All Cloaks

What is Armor?

Protective Pieces of Clothing

What is Armor.jpg

Armor is a collective term for all pieces of clothing that are meant to provide protection from enemy attacks and the elements. They naturally offer defensive properties, however select rarer pieces of Armor are seen boosting physical attributes and even granting the wearer access to different forms of spells and other magical abilities.

Armor Class Guide

Wearing a particular piece of Armor will determine how much of a boost in Armor Class you can get as a bonus. However, doing so without having the right Proficiency for it will have serious repercussions such as the inability to cast spells and Disadvantage on Saving Throws and Ability Checks.

Light Armor You gain the full value of your Dexterity modifier added to your Armor Class as a bonus.
Medium Armor You gain up to +2 of your Dexterity modifier added to your Armor Class.
Heavy Armor You gain no bonuses to your Armor Class despite a high Dexterity modifier.

Rarities Only Add 1 or 2 AC

Most pieces of common Armor will have an Uncommon or even a Rare variant. Apart from additional effects as they bump in rarity, Armor Class typically only goes up by 1 or 2 points depending on the rarity increase.

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