Feats aren’t detrimental in which level you take them. This means, depending on your playstyle, you could take Great Weapon Master or even Dual Wielder as your first Feat, considering we will already have 18 CHA around that level, which is used for both Melee Weapon & Spell Attacks. Something to keep in mind when I mention Feats, and you can refer to Level 12 for the miscellaneous Feats I recommend for this build.
To bust, simply wield the Upcasted Shadow Blade while carrying the Resonance Stone. You can also use a Hireling to get a second Shadow Blade for your off-hand. This is done by casting and leaving equipped the Shadow Blade on the Hireling, and Dismissing them to the Fugue Plane. Once dismissed, rehire them, and the Shadow Blade can now be passed between Party Members.
Starting Class: Warlock
Subclass: Hexblade
- Level 1 Warlock Spells
- +1 Warlock Spell Slot
- Hex Warrior
Proficiency with Medium Armour, Shields, & Martial Weapons
- Bind Hexed Weapon
Bind Main Hand Weapon
Become Proficient with Binded Weapon
Damage is considered magical
Binded Weapon uses CHA Modifier instead of Strength or Dexterity
Hits with Binded Weapon have a chance to inflict Hexblade’s Curse
Warlock adds Proficiency Bonus to Damage Rolls against target
Warlock’s Number needed to Critical Hit is reduced by 1 against target
- Hexblade’s Curse (Bonus Action) (Short Rest)
Inflict target with Hexblade’s Curse for 10 turns
Warlock adds Proficiency Bonus to Damage Rolls against target
Warlock’s Number needed to Critical Hit is reduced by 1 against target
If the target dies, heal for Warlock Level + CHA Modifier HP
Cantrips:
- Booming Blade
Normal Weapon Damage + 1d8 Thunder Damage when target moves
Can be cast while Silenced
Level 5 = +1d8 Thunder Damage & +2d8 Thunder Damage when target moves
Level 11 = +2d8 Thunder Damage & +3d8 Thunder Damage when target moves
- Eldritch Blast
1d10 Force Damage per Beam
Level 5 = 2 Beams
Level 10 = 3 Beams
Spells:
- Hex (Concentration)
Attacks deal Bonus 1d6 Necrotic Damage against target with Hex
Hex causes Disadvantage on Checks of an Ability of your choosing
- Wrathful Smite (Concentration)
+1d6 Psychic Damage
Frightened
Cannot move
Disadvantage on Ability Checks and Attack Rolls
Race: Half-Orc
9m Movement Speed
Medium Size
Intimidation Proficiency
Darkvision
See in Dark up to 12m
Relentless Endurance
When you reach 0 HP, regain 1 HP instead of becoming Downed
Once per Long Rest
Savage Attacks
When you land a Critical Hit when a Melee Weapon Attack, you deal an extra dice of Weapon Damage
Background: Any
Skills: Any
Stats:
STR = 8
DEX = 14
CON = 15
INT = 8
WIS = 12
CHA = 17
Warlock 2
- +1 Warlock Spell Slot
Eldritch Invocations:
- Agonising Blast (Passive)
Add CHA Modifier to Eldritch Blast’s Damage
- Devil’s Sight
Able to see in magical and nonmagical Darkness
Spells:
- Arms of Hadar
2d6 Necrotic Damage
Targets can’t take reactions for 1 turn
+1d6 per upcast
- Armour of Agathys
Gain 5 Temp HP and deal 5 Cold Damage to attackers while Temp HP persists
+5 Temp HP and Damage per upcast
Lasts until Long Rest or Temp HP is gone
Warlock 3
- Level 2 Warlock Spell Slots
Pact Boon: Pact of the Blade
Bind Pact Weapon
Bind Main Hand Weapon
Become Proficient with Binded Weapon
Damage is considered magical
Binded Weapon uses CHA Modifier instead of Strength or Dexterity
Pact of the Blade
Summon & Bind a Battleaxe, Glaive, Greatsword, Rapier, Trident, Warhammer, Flail, Maul, or Sickle
Become Proficient with Binded Weapon
Damage is considered magical
Binded Weapon uses CHA Modifier instead of Strength or Dexterity
Spell:
- Shadow Blade
Summon a Shortsword until Long Rest
2d8 + STR or DEX Modifier Psychic Damage
Advantage on Attack Rolls made while Obscured
Level 3 or 4 = 3d8 Psychic Damage
Level 5 or 6 = 4d8 Psychic Damage
Replacement Spell: Hex
- Darkness (Concentration)
Create 5m Area of Darkness
Creatures are Blinded
Ranged Attacks cannot penetrate Darkness
Immunity to Blinded negates effects
Warlock 4
Cantrip:
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
Spell:
- Mirror Image (10 turns)
Create 3 Illusory duplicates of yourself that distract attackers
+3 AC per duplicate
When you evade an attack, 1 duplicate dissappears
Replace Spell: Wrathful Smite
- Hold Person (Concentration)
Hold an enemy still; Cannot Move, Act, or React
Attacks against target are always Critical Hits within 3m
Target can make a WIS Save to escape at the end of each turn
+1 target per upcast
Feat: Ability Improvement (+2 CHA) OR Resilience: Constitution
+1 Constitution
Proficiency in Consitution Saving Throws
Note: Make sure to get the Hag’s Hair for +1 CHA. Also, if using Two-Handers, you can take Great Weapon Master.
Warlock 5
- Level 3 Warlock Spells
- Deepened Pact: Extra Attack
Eldritch Invocation: Any
Note: Repelling Blast or Mire the Mind are the best.
Spell: Any
- Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
When you do vanish, your presence here is a representation of the location you'll come back to. You can choose to teleport it up to 6m
Blinked
At the end of each turn, there is a chance the affected entity gets Blinked to the Ethereal Plane, where it can't be harmed, seen or affected.
While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can only choose to teleport up to 6m. When combat ends, so does this effect.
Blinked to the Ethereal Plane
Affected entity is in the Ethereal Plane, where it can't be harmed, seen, or affected.
While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can choose to teleport up to 6m
At the end of each turn, there is a chance it reappears in the Material Plane. When combat ends, so does this effect.
Isn’t supposed to break Concentration, but it still does. Best used in life-or-death situations, and has saved many peoples’ Honour Runs.
- Elemental Weapon (Concentration)
+1d4 Weapon Elemental Damage (Acid, Cold, Fire, Lightning, or Thunder)
+1 Weapon Attack Rolls
Level 5 or 6 = +2 Attack Rolls & +2d4 Elemental Damage
- Fear (Concentration)
Cause targets in a 9m Cone AoE to become Fearful for 2 turns
Disadvantage on Attack Rolls
Disadvantage on Ability Checks
Must run from source of fear
Cannot take additional actions
Can make a Saving Throw to shake of effect if they end their turn out of line of sight of caster
- Hunger of Hadar (Concentration) (6m Radius)
2d6 Cold Damage
2d6 Acid Damage if creature ends turn in area (DEX Save to negate)
Difficult Terrain
Blinds those within
- Hypnotic Pattern (Concentration) (2 turns)
Hypnotize creatures in a 9m radius
Cannot move or take any actions
Removed by taking damage, shoved, or helped
- Vampiric Touch (Concentration)
3d6 Necrotic Damage
Can recast while concentration without expending spell slot
+1d6 Necrotic Damage per upcast
- Branding Smite (Concentration)
Uses Action & Bonus Action
+2d6 Radiant Damage
Marks target with Light, preventing them from turning Invisible for 10 turns
+1d6 per Upcast
- Crown of Madness (Concentration)
Cause an enemy to attack the nearest creature other than spellcaster
- Invisibility (Concentration) (Best to use potions or scrolls instead)
Attacks against creature have Disadvantage
Creature Attacks with Advantage
Ends if creature attacks or casts a spell
+1 target per upcast
Note: Most useful/thematic spells require Concentration, and unless you’re playing in a party, most of the time your Concentration will be on Darkness. Something to keep in mind when selecting spells.
Warlock 6
- Accursed Spectre (Reaction)
When you kill an enemy afflicted with Hexblade’s Curse, summon a Spectre from their corpse depending on size for 10 turns
Feeble Spectre (Small or Tiny)
11 STR / 14 DEX / 11 CON / 10 INT / 10 WIS / 11 CHA
17 HP 12 AC
Pluck Soul
18m
1d6+Summoner’s CHA Modifier Necrotic Damage
Pull target towards you 5m
Right Behind You (Reaction)
18m
Can be used when Hexblade hits a target with Hexed Weapon
1d12+Summoner’s CHA Modifier Necrotic Damage
Mundane Spectre (Medium)
16 STR / 14 DEX / 11 CON / 10 INT / 10 WIS / 11 CHA
31 HP 14 AC
Devour Soul
2d6+Summoner’s CHA Modifier Necrotic Damage
Heal half of that damage to Warlock
Pluck Soul
18m
1d6+Summoner’s CHA Modifier Necrotic Damage
Pull target towards you 5m
Right Behind You (Reaction)
18m
Can be used when Hexblade hits a target with Hexed Weapon
1d12+Summoner’s CHA Modifier Necrotic Damage
Primordial Spectre (Large or larger)
16 STR / 14 DEX / 11 CON / 10 INT / 10 WIS / 11 CHA
48 HP 12 AC
Devour Soul
2d6+Summoner’s CHA Modifier Necrotic Damage
Heal half of that damage to Warlock
Sieze Soul
18m
1d6+Summoner’s CHA Modifier Necrotic Damage
Pull target towards you 10m
Reap Soul
3m Melee Unarmed Attack Roll
1d8+STR Modifier+Summoner’s CHA Modifier Slashing Damage x4
Right Behind You (Reaction)
18m
Can be used when Hexblade hits a target with Hexed Weapon
1d12+Summoner’s CHA Modifier Necrotic Damage
Doesn’t work on Elementals, Oozes, Plants, or Undead
Spell: Any
Warlock 7
- Level 4 Warlock Spells
Eldritch Invocation: Any
Spell:
- Staggering Smite (Concentration)
Normal Weapon Damage + 4d6 Psychic Damage
Uses Action & Bonus Action
Can Stagger target for 1 turn
Cannot take Reactions
Disadvantage on Attack Rolls
Diadvantage on Ability Checks
Replacement Spell: Any
- Greater Invisibility (Concentration)
Attacks against creature have Disadvantage
Creature Attacks with Advantage
Ends when you fail increasingly harder Stealth Checks on Attacks, Casting Spells, or interacting with items
Warlock 8
Spell:
- Phantasmal Killer (Concentration) (10 turns)
Haunt a creature with its worst nightmares
4d10 Psychic Damage per turn
Cannot move
Disadvantage on Attack Rolls
Disadvantage on Ability Checks
+1d10 per upcast
Feat: Ability Improvement (+2 CHA) OR Resilience: Constitution
+1 Constitution
Proficiency in Consitution Saving Throws
Note: If using Two-Handers, you can take Great Weapon Master.
Warlock 9
- Level 5 Warlock Spells
Eldritch Invocation: Minions of Chaos
- Conjure Elemental
Summon
Air Elemental
Earth Elemental
Fire Elemental
Water Elemental
Spell:
- Hold Monster (Concentration)
Hold an enemy still; Cannot Move, Act, or React
Attacks against target are always Critical Hits within 3m
Target can make a WIS Save to escape at the end of each turn
+1 target per upcast
Replacement Spell: Any
- Cone of Cold
8d8 Cold Damage in 9m Cone AoE
CON Save to halve damage taken
Creates Ice Area 9m Cone
Difficult terrain - movement speed is halved and creatures may fall Prone
Can't move or take Actions, Bonus Actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
Attacks against a Prone creature have Advantage if they're made within 3 m / 10 ft of the creature.
A Prone creature must spend half its Movement Speed to stand up.
A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
+1d8 per Upcast
Warlock 10
- Armour of Hexes (Reaction)
When a creature with Hexblade’s Curse attacks you, use a Reaction to nullify the attack with a 50% chance of success
Cantrip:
- Bone Chill
1d8 Necrotic Damage
Target cannot regain HP for 1 turn
If target is Undead, has Disadvantage on Attack Rolls
2d8 Necrotic Damage at Level 5
3d8 Necrotic Damage at Level 10
Spell:
- Banishing Smite (Concentration)
Uses an Action & Bonus Action
Can be made Melee or Ranged
+5d10 Force Damage
Banish a target with less than 50 HP for 2 turns
Banished from this plane of existence.
Can't be targeted
Can't move or take Actions, Bonus Actions, or Reactions
Warlock 11
- +1 Warlock Spell Slot
Mystic Arcanum:
- Circle of Death
8d6 Necrotic Damage
9m Radius AoE centered on target
CON Save to halve damage taken
Spell:
- Blight
8d8 Necrotic Damage
Plants take maximum damage
Plants have Disadvantage on Saving Throw against it
Does not affect Undead or Constructs
+1d8 Necrotic Damage per upcast
Warlock 12
Eldritch Invocation:
- Lifedrinker
Melee Weapon Attacks deal + CHA Modifier Necrotic Damage
Spell: Any
Feat:
- Alert
+5 Initiative
Cannot be Surprised
- Dual Wielder
+1 AC while dual-wielding
Can dual-wield all but Heavy weapons
- Great Weapon Master
Great Weapon Master: Bonus Attack
When you kill a creature or land a critical hit, you can make another attack using a Bonus Action
Great Weapon Master: All In (Toggleable)
-5 Attack Rolls with 2-Handed Weapons
+10 Damage with 2-Handed Weapons
- Lucky
+3 Luck Points
Gain Advantage on Attack Rolls, Ability Checks, or Saving Throws
Make an enemy reroll their Attack Roll
- Mage Slayer
Saving Throw Advantage
When a creature casts a Spell within melee range of you, you have Advantage on any Saving throws against it.
Attack Caster
You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you
Break Concentration
Enemies you hit have Disadvantage on Concentration Saving throws
- Spell Sniper (Thorn Whip or Shocking Grasp)
Number needed to Critical Hit with Spells reduced by 1. This effect can stack
Cantrip: Bone Chill, Eldritch Blast, Fire Bolt, Ray of Frost, Shocking Grasp, Thorn Whip
Uses character’s Spellcasting Modifier
- War Caster
Concentration
Advantage on Saving Throws to main Concentration
Opportunity Spell
Can use a Reaction to cast Shocking Grasp on a target moving out of Melee Range
Important Items:
- Elixirs of Viciousness
Number needed to Critical Hit reduced by 1. This effect can stack
- Hag’s Hair (+1 CHA)
- Resonance Stone
Miscellaneous Item
Everyone within 9m Radius gains Steeped in Bliss
Advantage on Physical Checks
Disadvantage on Mental Saving Throws
Vulnerable to Psychic Damage
Location: In a small area south-west of Necrotic Laboratory in the Mind Flayer Colony near the Mind-Archive Interface at X: 692 Y: -114
- Diadem of Arcane Synergy*
When you inflict a condition, gain Arcane Synergy for 2 turns
Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier
Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek
- The Shadespell Circlet
+1 Spell Save DC while Obscured
Location: Sold by Omeluum in Myconid Colony
- Haste Helm
At the start of combat, gain Momentum for 3 turns
Momentum
+1.5 Movement Speed
Location: Chest in Blighted Village near Waypoint
- Shadow of the Menzoberranzan
Light Armour
Shrouded in Shadow (Long Rest)
Become Invisible for 2 turns
Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75
- Helmet of Smiting
Medium Armour
+1 CON Saving Throws
When you apply a condition with a Smite, gain Temporary HP equal to CHA Modifier
Location: This helmet can be found inside a locked gilded chest in the Selûnite Outpost X: 163 Y: -248.
- Infernal Robe
Clothing
+1 AC
Resistance to Fire Damage
Fire Shield: Warm (Long Rest)
Location: After recruiting Wyll, you must find and kill Karlach. Mizora will reward Wyll with this robe when taking a long rest
- Graceful Cloth
Clothing
10 AC + DEX Modifier
+2 DEX
+1 DEX Saving Throws
+1.5m Jump Distance
Cat’s Grace
Advantage on DEX Checks
Half-Damage from falling
Location: Sold by Lady Esther at the Rosymorn Monastery Trail, just after taking the Mountain Path
- Spidersilk Armour*
Light Armour
12 AC + Dexterity Modifier
+1 Stealth Checks
Advantage on Constitution Saving Throws
Location: Worn by Minthara
- Adamantine Scale Mail*
Medium Armour
16 AC + 2 (DEX)
-1 All Incoming Damage
Immunity to Critical Hits
When hit with a Melee Attack, the attacker is sent Reeling for 3 turns
Reeling:
-1 Attack Rolls for every turn remaining
Location: Grymforge
- Dark Justiciar Mail
Medium Armour
13 AC + 2 (DEX)
While obscured, deal 1d4 Necrotic Damage to attackers that hit you with a Melee Attack
Location: Looted from skeletons in Grymforge
- Bracers of Defence
+2 AC while not wearing armour or holding a shield
Location: In the secret area of the Apothecary's Cellar beneath the Blighted Village. The bracers are located in a gilded chest X: -656 Y: -370
- Daredevil Gloves
+1 Spell Attack Rolls
Daredevil Proximity (Toggleable)
Ranged Spell Attacks can be made in Melee when adjacent to an enemy
Location: Sold by A'jak'nir Jeera at Crèche Y'llek
- Gloves of Baneful Striking
When you deal damage with a Weapon Attack, the target receives a -1d4 Penalty against your next spell’s Saving Throw
Applies to all Saving Throws, not just spells
Location: Purchased from Lady Esther at Rosymorn Monastery Trail
- Gloves of Dexterity
Set DEX to 18
+1 Attack Rolls
Location: Can be bought from A'jak'nir Jeera at Crèche Y'llek
- Gloves of Power*
+1 Sleight of Hand
On a hit with a weapon attack, possibly inflict Absolute’s Bane on target if the wearer bears the Absolute’s Brand
-1d4 Attack Rolls
-1d4 Saving Throws
Location: Looted from the Goblin Boss Za'Krug in front of the Druid Grove.
- Gloves of the Growling Underdog
+1 Strength Saving Throws
Advantage on Melee Attack Rolls when surrounded by 2 or more foes
Location: Dror Ragzlin’s Treasure Chests
- Boots of Genial Striding
Movement Speed is unimpeded by Difficult Terrain
Location: Purchased from Blurg in the Myconid Colony
- Boots of Speed
Grants “Click Heels” which is a Bonus Action Dash
Location: Gnome in Myconid Colony
- Disintegrating Night Walkers
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Location: Dropped by Nere
- Boots of Striding
+1 Athletics
When you cast a spell that requires Concentration, gain Momentum for 2 turns
While you are concentrating, you cannot be pushed or knocked prone
Location: Minthara
- The Deathstalker Mantle
Once per turn when you kill an enemy, become Invisible for 2 turns
Location: Given to The Dark Urge during Act 1 in a custscene
- Amulet of Branding
Brand the Weak
Bludgeon the Weak
Target is Vulnerable to Bludgeoning Damage for 3 turns
Slash the Weak
Target is Vulnerable to Slashing Damage for 3 turns
Pierce the Weak*
Target is Vulnerable to Piercing Damage for 3 turns
Location: Looted from a Githyanki at Crèche Y'llek
- Amulet of Misty Step
Misty Step (Short Rest)
Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8
- Broodmother’s Revenge*
Whenever the wearer is healed, their weapon deals an additional 1d6 Poison Damage
Location: Looted from Kagha in Druid Grove AND/OR The High Hall in Act 3
- Periapt of Wound Closure*
When Downed, automatically stabilise
Whenever healed, heal Max possible HP
Location: Purchased from Lady Esther at the Rosymorn Monastery Trail
- The Spectator Eyes
Ray of Fear (Long Rest)
Frightens the target for 2 turns
Cannot move
Disadvantage on Attack Rolls and Ability Checks
Wounding Ray (Long Rest)
2d8 Necrotic Damage
CON Save for your Spell Save DC / On Save, target still takes half damage
Location: Looted from Spectator in Underdark
- Caustic Band
+2 Acid Damage on Weapon Attacks
Location: Purchased from Derryth Bonecloak in the Myconid Colony
- Crusher’s Ring
+3m Movement Speed
Location: Dropped by Crusher
- Fetish of Callardun Smoothhands
Invisibility (Long Rest)
Location: Found on one of the dead deep gnomes that a pair of duergar are throwing into the lake in Grymforge X: -610 Y: 408
- Ring of Absolute Force
Thunderwave (Short Rest)
If wearer bears the Absolute’s Brand, deal bonus 1 Thunder Damage with Thunder spells/attacks
Location: Dropped by Sergeant Thrinn in Grymforge
- Ring of Arcane Synergy*
When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns
Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier
Location: Can be looted from Gish Far'aag in Crèche Y'llek
- Ring of Elemental Infusion*
When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit
+1d4 Elemental Damage with Weapon Attack
Location: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek
- Ring of Protection*
+1 AC
+1 Saving Throws
Location: Reward for Steal the Sacred Idol
- Strange Conduit Ring*
+1d4 Psychic Damage on Weapon Attacks while Concentrating
Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657
- Ritual Dagger*
Dagger
On hit, gain +1d4 Attack Rolls & Saving Throws until the end of your next turn
Blood Sacrifice (Bonus Action)
Take 1d4 Slashing Damage
+1d4 Attack Rolls & Saving Throws for 1 turn
Location: On the table next to Abdirak in Shattered Sanctum
- Everburn Blade
+1d4 Fire Damage
Location: Looted from Commander Zhalk at the helm of the Nautiloid during the Prologue. Can also be obtained by casting Command (Drop) on Commander Zhalk instead of killing him, though his chance of succeeding the Saving throw is high.
- Svartlebee’s Woundseeker
+1 Enchantment
+1d4 Attack Rolls against creatures who have already taken damage
Location: Looted from Gauntlet Yeva in Waukeen's Rest X: -66 Y: 609 in Act 1. Has to be acquired before the first zone travel (including teleporting to your camp) after coming to Waukeen's Rest for the first time. If you come to the area after travelling to a different zone, Yeva will be gone. Can also be obtained from Gauntlet Yeva in the Tadpoling Centre within the Mind Flayer Colony in Act 2. One method to keep her non-hostile is to use a Disarming action on her during the fight where she appears. As long as you do not kill her, she will remain an ally.
- Phalar Aluve
+1 Enchantment
+1 Performance
Sing (Short Rest)
All allies within 6m gain +1d4 Attack Rolls and Saving Throws
Shriek (Short Rest)
All enemies within 6m have -1d4 Saving Throws
Affected enemies receive +1d4 Thunder Damage
Location: Underdark
- Shattered Flail*
Mace
+2 Enchantment
Heal 1d6 HP when hitting an enemy
Must continue to hit an enemy each turn or become Mad
Hostile to everyone
Doesn’t trigger other passives that react to healing
Location: Flind
- Unseen Menace
Pike
+1 Enchantment
Weapon is Invisible while equipped
Advantage on Attack Rolls
Critical Hit when rolling 19
Loses property for 2 rounds on a Missed Attack Roll
Location: Purchased from Creche Trader
- Sword of Screams
Rapier
+1d4 Psychic Damage
Location: Dropped by Nere
- Knife of the Undermountain King*
Shortsword
+2 Enchantment
Number needed to roll a Critical Hit is reduced by 1
If you roll 2 damage or less, reroll and take the highest result
Advantage on Attack Rolls against Obscured targets
Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek
- The Baneful
Shortsword
+1 Enchantment
+1 Attack Rolls
Chance to inflict Bane on hit
Location: Sold by Blurg in Myconid Colony
- Bow of Awareness*
+1 Enchantment
+1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
- Circlet of Mental Anguish
Regain 1d4 HP when an enemy fails a CHA, INT, or WIS Saving Throw against your spell or cantrip
Location: Can be looted from a skeleton in the Necrotic Laboratory of the Mind Flayer Colony X: 748 Y: -141
- Fistbreaker Helm
+1 Spell Save DC
+1 Initiative
Location: Sold by Lann Tarv at Moonrise Towers
- Covert Cowl*
Number needed to roll a Critical Hit is reduced by 1 while Obscured
+1 Dexterity Saving Throws
Location: Carried by a Meenlock in the Cellar of Last Light Inn
- Helmet of Arcane Acuity*
+1 DEX Saving Throws
When you deal damage with a Weapon Attack, gain Arcane Acuity for 2 turns (stacks)
+1 Spell Attack Rolls for each remaining turn
+1 Spell Save DC for each remaining turn
Reduce the duration by 2 each time the entity takes damage
Maximum 10 turns
Location: Mason’s Guild Basement
- Dark Justiciar Helmet*
Medium Armour
Number needed to roll a Critical Hit is reduced by 1 while Obscured
+1 Constitution Saving Throws
+1 Saving Throws against Spells
Locations: Found inside a Gilded Chest in the Gauntlet of Shar X: -822 Y: -753
- Flawed Helldusk Helmet
+1 Constitution Saving Throws
+2 Saving Throws against Spells
Location: Obtained by giving Infernal Iron to Dammon
- Shadeclinger Armour
Light Armour
12 AC + Dexterity Modifier
Advantage on Saving Throws while Obscured
+1 Stealth
Location: Purchased at Last Light Inn
- Dark Justiciar Half-Plate (Very Rare)*
Medium Armour
17 AC +2 (DEX)
While Obscured, Advantage on Stealth Checks
Advantage on Constitution Saving Throws
Reduce all incoming damage by 2 and reflect damage back at attacker who takes 1d4 Necrotic Damage while Shield of Faith is active
Shar’s Aegis (Shield of Faith) (Long Rest)
Location: Kill the Nightsong with Shadowheart
- Yuan-Ti Scale Mail
15 AC + Full Dexterity Modifier
+1 Initiative
Does not impose Disadvantage on Stealth Checks
Location: Purchased from trader at Last Light Inn
- Braindrain Gloves*
When you deal Pyschic Damage, inflict Mental Fatigue for 2 turns
-1 WIS, INT, CHA Saving Throws for every turn remaining
5 turns of Mental Fatigue = 1d4 Psychic Damage if failed WIS, INT, or CHA Saving Throw
Maximum 7 turns
Location: Can be looted from a skeleton in the Necrotic Laboratory of the Mind Flayer Colony next to the Blade of Oppressed Souls X: 748 Y: -14
- Dark Justiciar Gauntlets (Uncommon)
Weapon Attacks +1d4 Necrotic Damage
+1 STR Saving Throws
Location: Found lying on a pile of boxes in the Gauntlet of Shar X: -660 Y: -760, near Yurgir
- Dark Justiciar Gauntlets (Rare)*
+1d4 Necrotic Damage with Weapon Attacks
+1 Strength Saving Throws
Beckoning Darkness (Bonus Action)
Creatures is haunted by darkness for 2 turns
Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area
Location: Reward for killing the Nightsong in Nightsong's Prison with Shadowheart
- Flawed Helldusk Gloves
+1d4 Fire Damage with Weapon Attacks
+1d4 Necrotic Damage with Unarmed Attacks
Unarmed Attacks have a chance to inflict Bleeding
+1 Strength Saving Throws
Location: Purchased from Dammon
- Gloves of Battlemage’s Power
+1 STR Saving Throws
When your Weapon Attack Roll inflicts a condition, gain Arcane Acuity (stacks)
+1 Spell Attack Rolls for each remaining turn
+1 Spell Save DC for each remaining turn
Reduce the duration by 2 each time the entity takes damage
Maximum 10 turns
Location: Last Light Inn Quartermaster
- Cloak of Protection
+1 AC
+1 Saving Throw
Location: Purchase from trader at Last Light Inn
- Surgeon’s Subjugation Amulet
When you land a Critical Hit, you can Paralyze the target for 2 turns
Location: House of Healing
- Killer’s Sweetheart
When you kill a creature, can make your next attack a Critical
Location: Self-Same Trial in Gauntlet of Shar
- Ring of Exalted Marrow
Exhort the Risen (Long Rest)
Command an Undead
Halt
Stops moving and doesn’t take actions
Grovel
Goes prone
Flee
Runs from caster
Drop
Drops their weapon
Approach
Moves towards caster
Ghoulish Touch (Long Rest)
Attack and Paralyze a target for 2 turns
Cannot Paralyze Elves or Undead
Cannot move or take actions or reactions
Automatically fails STR and DEX Saving Throws
Attack Rolls against creature always succeed
Attacks within 3m are Critical Hits
Location: Moonrise Towers Rooftop
- Ring of Free Action*
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
- Ring of Mental Inhibition*
Inflict 2 turns of Mental Fatigue when a creatures fails a Saving Throw against your Spell or Action
-1 Penalty to WIS, INT, & CHA Saves for every turn remaining
With 5 or more turns remaining, when failing a WIS, INT, or CHA Save, take 1d4 Psychic Damage and remove all turns of Mental Fatigue
Max duration 7 turns
Location: Can be found inside a locked chest in the Ruined BattlefieldX: 76 Y: 40
- Ring of Twilight
+1 AC while Obscured
Works while Wildshaped
Location: Chest in Ruined Battlefield X: -34 Y: -12
- Shadow Blade Ring
Shadow Blade (Short Rest) (Concentration)
Conjure a shortsword
Can be unequipped and equipped as long as it remains on the caster’s person
2d8 Psychic Damage
Advantage against Obscured creatures
Location: Reward for Find Arabella’s Parents quest
- Shadow-Cloaked Ring*
+1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow
Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear
- Shifting Corpus Ring
Invisibility (Long Rest)
Blur (Long Rest)
Enemies have Disadvantage on Attacks against you until you take damage
Location: Dropped by Flaming Fist Marcus at Last Light Inn
- Drakethroat Glaive*
Glaive
+2 Enchantment
Enemies have Disadvantage on Saving Throws against your dragonborn breath weapon.
Draconic Elemental Weapon
+1d4 Element Damage
+1 Attack Rolls
+1 Damage Rolls
Can be cast on a weapon lying on the ground
Location: Roah Moonglow
- Blade of Oppressed Souls*
Longsword
+1 Enchantment
+1d4 Psychic Damage
Crowning Strike (Short Rest)
Melee 1.5m
Normal Weapon Damage + Proficiency Bonus Psychic Damage
Crown of Madness for 3 turns
Will attack nearest creature other than spellcaster
Can only target Humanoids
Location: Unlocked after Necrotic Laboratory Puzzle or end of game
- Infernal Rapier
+2 Enchantment
+1 Spell Save DC
Uses Spellcasting Ability Modifier for Attack Rolls instead of DEX
Planar Ally: Cambion (Long Rest)
Location: Potential reward during Wyll's companion quest, The Blade of Frontiers. Bring Wyll along when entering the Tadpoling Centre, free Zariel's asset, then pass a DC 14 Persuasion Check to successfully ask for a reward
- Render of Mind and Body*
Shortsword
+1 Enchantment
When Attacking with Advantage deal bonus 1d8 Psychic Damage
Location: Purchased at Moonrise Towers
- Sword of Life Stealing*
+2 Enchantment
On Critical Hit, deal 10 Necrotic Damage and gain 10 Temporary HP
Location: Purchased from Dammon
- Shar’s Spear of Evening
+3 Enchantment
Blind Immunity
Shar’s Blessing
Advantage on Saving Throws while Obscured
Deal +1d6 Damage to Obscured creatures
Shar’s Darkness (Per Turn)
Cast Darkness as a Level 2 spell once per turn using a normal action
Edge of Darkness (Short Rest)
Create a cloud of Darkness while you attack
Location: Reward for convincing Shadowheart to kill the Nightsong
- Charge-Bound Warhammer
+1 Enchantment
Only functions when bound by Eldritch Knight or Warlock
+1d6 Lightning Damage
+1 Attack Rolls
+1 Damage Rolls
Location: Purchased from Dammon
- Darkfire Shortbow
Shortbow
+2 Enchantment
Resistance to Fire Damage
Resistance to Cold Damage
Haste (Long Rest)
Gain an extra action
Double movement speed
+2 AC
Advantage on Dexterity Saving Throws
When Haste ends, become Lethargic (lose a turn)
Location: Purchased from Dammon
- Birthright*
+2 CHA (Up to 22)
Location: If Rolan is dead: Sold by Lorroakan's Projection in Sorcerous Sundries. If Rolan and Lorroakan are both alive: Sold by Rolan in Sorcerous Sundries. If Rolan is alive but Lorroakan is dead: Can be traded or pickpocketed from Rolan in Ramazith's Tower
- Helldusk Helmet
+2 Saving Throws against Spells
Immune to Critical Hits
Immune to Blinded
See in Darkness up to 12m
Immolating Gaze (Short Rest)
Frighten creature
+2d8 Fire Damage against Burning creatures
Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939
- Helmet of Grit
+1 DEX Saving Throws
When the wearer has 50% or less HP, gain an additional Bonus Action
Location: Looted from chest in cursed room of Szarr Palace X: -1298 Y: 965
- Helm of Balduran*
+1 AC
+1 Saving Throws
Regain 2 HP at the start of each turn
Immunity to Stunned
Immunity to Critical Hits
Location: The Dragon’s Sanctum
- Sarevok’s Horned Helmet*
Medium Armour
Number needed to roll a Critical Hit is reduced by 1
Cannot be Frightened
Darkvision up to 3m or 15m if you already have it
Location: Sarevok
- Robe of Supreme Defences
Clothing
10 AC + DEX Modifier
While Concentrating:
+1 AC
Add Spellcasting Modifier to Saving Throws
Location: Purchased from Ferg Drogher near Requisitioned Barn in Rivington
- Bhaalist Armour*
Light Armour
14 AC + Dexterity Modifier
+2 Initiative
Aura of Murder
Enemies within 2m become Vulnerable to Piercing Damage
Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description
Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin
- Elegant Studded Leather
14 AC + Full Dexterity Modifier
+2 Initiative
Advantage on Stealth Checks
Shield (Short Rest)
When you are about to be hit, use a Reaction to increase AC by 5
Take 0 damage from Magic Missile
Lasts until start of your next turn
Location: Looted from High Security Vault n°9
- Armour of Agility*
17 AC + Full Dexterity Modifier
+2 Saving Throws
Does not impose Disadvantage on Stealth Checks
Location: Sold by Gloomy Fentonson at Stormshore Armoury
- Flame Enamelled Armour
16 AC + 2 (DEX)
+2 Initiative
+2 Saving Throws
Fire Resistance
Fire Shield: Warm (Long Rest)
Disadvantage on Stealth Checks
Location: Can be found in a chest at Wyrm's Rock Fortress at X: -28 Y: 184
- Craterflesh Gloves**
On Critical Hit, deal +1d6 Force Damage
+1 STR Saving Throws
Location: Sold by the Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin.
- Helldusk Gloves*
+1 Spell Attack Rolls
+1 Spell Save DC
+1 STR Saving Throws
+1d6 Fire Damage with Weapon Attacks
+1d6 Necrotic Damage with Unarmed Attacks
Unarmed Attacks may inflict Bleeding
Rays of Fire (Cantrip) (Short Rest)
3d6 Fire Damage per ray (3)
Location: Dropped by Haarlep in the House of Hope
- Martial Exertion Gloves
Take 6d6 Piercing Damage
Double Movement Speed
Gain Additional Action
Location: Sold by Bumpnagel in Angleiron's Cellar (accessible via a cave entrance at X: 30 Y: 29 in Rivington)
- Quickspell Gloves
Can cast Cantrips as a Bonus Action once per Short Rest
Location: Rolan or Lorroakan’s Porjection in Act 3
- Boots of Persistence*
+1 Dexterity Saving Throws
Gain Permanent Longstrider
+3m Movement Speed
Gain Permanent Freedom of Movement
Movement Speed unimpeded by Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Dammon in Baldur’s Gate
- Cloak of Displacement
Causes enemies Disadvantage on Attack Rolls against you until you take damage
Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing
- Cloak of the Weave
+1 Spell Attack Rolls
+1 Spell Save DC
Absorb Elements (Short Rest)
Take half damage from an elemental attack, and deal +1d6 Bonus Damage of that element on your next attack
Location: Sold by Helsik at the Devil's Fee once her special stock is unlocked
- Amulet of Greater Health*
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Amulet of Bhaal
On a hit, inflict Bleeding to targets with 100% HP
Location: Sarevok
- After Death Do Us Part
When the wearer is Downed, they rise with half-HP but gain Shadow Possession
Cursed
Attacks the nearest creature
Deals +1d4 Necrotic Damage
Location: Possible reward for completing Free the Artist
- Band of the Mystic Scoundrel*
After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action
Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle
- Ring of Regeneration*
Regain 1d4 HP at the start of each turn
Location: Sorcerous Sundries or Ramazith’s Tower
- Burnished Ring
Paralyzing Ray (Long Rest) (Level 3)
Paralyze a target for 2 turns
Location: Dropped by a Spectator in House of Hope
- Rhapsody*
Dagger
+1 Enchantment
Scarlet Remittance
+1 Attack Rolls, Damage, and Spell Save DC for every foe you slay up to +3
Scarlet Saturation (Long Rest)
Consume +3 stack to make next attack a Critical Hit
Scarlet Stupor (Long Rest)
Consume +3 stack to give hostile creatures Disadvantage on Saving Throws against your spells
Scarlet Regeneration (Long Rest)
Consume +3 stack to regain 3d10 HP
Possibly inflict Bleeding when hitting a creature while Hiding or Invisible
Location: Dropped by Cazador
- Flail of Ages*
+1 Enchantment
Elemental Age (Long Rest)
Location: Stormshore Armoury
- Sword of Chaos*
+2 Enchantment
+1d4 Necrotic Damage
On hit, regain 1d6 HP
Location: Sarevok
- Duke Ravengard’s Longsword*
Longsword
+1 Enchantment
+2 CHA (Up to 24)
When you kill an enemy, allies within 9m gain Temp HP = CHA Modifier
Commander’s Strike (Short Rest)
Choose an ally to use a reaction on their next turn to make a Weapon Attack
Location: Looted from Duke Ravengard during the Coronation
- Markoheshkir*
+2 Enchantment
+1 Spell Save DC
+1 Spell Attack Rolls
Kereska’s Favor (Short Rest)
Allows caster to imbue themselves with an element and unlock resistances and spells associated with it
Arcane Battery
Next spell doesn’t use a spell slot
Location: Ramazith's Tower: Located inside a Globe of Invulnerability (Use See Invisibility to see the lever and disable the globe) X: 4970 Y: 705
- Duellist’s Prerogative*
Rapier
+3 Enchantment
+1d4 Necrotic Damage
+1 Reaction per turn
While Off-Hand is empty, score a Critical Hit when rolling a 19
Can use a Reaction to deal additional Necrotic Damage equal to Proficiency Bonus on successful hit
Challenge to Duel
Cause target to have Disadvantage on Attack Rolls against anyone but caster
Target possibly might Bleed after being hit by caster
Dueller’s Enthusiasm
Bonus Action normal weapon attack
Location: Reward for completing the quest Save Vanra
- The Dead Shot*
Longbow
+2 Enchantment
Number needed to roll a Critical Hit is reduced by 1
Wielder doubles Proficiency Bonus when rolling Ranged Attacks with this weapon unless they have Disadvantage
Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City