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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 Contents
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 |
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 |
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 |
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 |
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 |
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.
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. |
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.
List of Categories | |
---|---|
Main Campaign | Beginner Guides |
Classes | Character Creation |
Legendaries | Weapons |
Armor | Accessories |
Items | Actions |
Spells | Illithid Powers |
Origin Characters | Maps |
News | Bosses |
All Armor Types
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