This build guide will use One-Handed Weapon + Shield, but using a Two-Handed Weapon + Great Weapon Master can be extremely fun as well, though you will need to sacrifice a feat. Something to consider! I’ve also listed some Off-Hand melee weapons for those inclined!
Feats if NOT taking Hag’s Hair:
Ability Improvement - +2 Wisdom
Ability Improvement - +2 Wisdom
Ability Improvement - +2 Strength
Note: Following this guide, you will have 20 Strength, 22 Wisdom, & 14 Constitution. Constitution should be buffed with gear.
Feats if taking Hag’s Hair:
Ability Improvement - +2 Wisdom
Resilience: Constitution - +1 Constitution, +2,3,4 Constitution Saving Throws (Proficiency)
Ability Improvement - +2 Strength
Note: Following this guide, you will have 20 Strength, 20 Wisdom, & 16 Constitution with Proficiency (Bonus +2,3,4 Saving Throws)
Multiclass Options: (Off-top ideas)
Death Knight 1 - 8 Cleric / 2 Paladin / 2 Fighter
Death Knight 2 - 2 Cleric / 2 Paladin / 8 Eldritch Knight Fighter
Necromancer - 6 Cleric / 6 Spore Druid
Starting Class: Cleric
- +2 Level 1 Spell Slots
Subclass: Death Domain
- Proficiency with Martial Weapons
- Reaper
Necromancy Cantrips can target an additional creature
- Domain Cantrip: Toll the Dead
1d12 Necrotic Damage if target is below full health
1d8 Necrotic Damage if target is at full health
Level 5 = 2d12 Necrotic Damage if target is below full health, 2d8 Necrotic Damage if target is at full health
Level 10 = 3d12 Necrotic Damage if target is below full health, 3d8 Necrotic Damage if target is at full health
- Domain Spell: False Life
Gain 7 Temporary HP
+5 Temporary HP per upcast
- Domain Spell: Ray of Sickness
2d8 Poison Damage
Chance to Poison Target
+1d8 per upcast
Cantrips:
- Bursting Sinew
Explode a corpse in a 3m radius
1d10 Piercing Damage (DEX Save to Halve)
Level 5 = 2d10 Piercing Damage
Level 10 = 3d10 Piercing Damage
- Guidance (Concentration)
+1d4 Ability Checks
- Resistance (Concentration)
+1d4 Saving Throws
Race: Seldarine Drow
- Drow Weapon Proficiency
Proficiency with Rapiers, Shortswords, & Hand Crossbows
- Superior Darkvision
Can see in the dark up to 24m
- Fey Ancestry
Advantage on Charmed Saving Throws
Immune to Sleep
- Keen Senses
Proficiency in Perception
- Drow Magic: Dancing Lights (Concentration)
Illuminate a 9m Radius for 10 turns
Deity: Kelemvor
Background: Acolyte
Insight & Religion Proficiency
Skills:
History & Persuasion
Stats:
STR = 16
DEX = 12
CON = 14
INT = 8
WIS = 16
CHA = 8
Cleric 2
- +1 Level 1 Spell Slot
- +1 Channel Divinity Charge
- Turn Undead (Channel Divinity)
Turn Undead within 9m
Moves away from caster on turn
Can’t willingly move within 9m of caster
Can’t take Reactions
Can only Dash or escape from being prevented from moving
Ends upon taking damage
Level 5 = 4d6 Radiant Damage to Turned creatures
- Touch of Death (Channel Divinity)
When you hit a creature with a melee attack, you can use your Channel Divinity Charge to deal 5 + 2xCleric Level Necrotic Damage
Cleric 3
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- Drow Magic: Faerie Fire (Long Rest)
All targets within 6m area turn visible and Attack Rolls against them have Advantage
Unlocked at Character Level 3 & uses CHA
- Domain Spell: Blindness
Blind a creature for 10 turns
Creature’s ranged attacks and spells have a range of 3m
Creature’s Attack Rolls have Disadvantage
Attack Rolls against creature have Advantage
+1 target per upcast
- Domain Spell: Ray of Enfeeblement (Concentration)
Weaken a foe; they deal half-damage with Weapon Attacks using STR
Cleric 4
- +1 Level 2 Spell Slot
Cantrip:
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
Feat:
- Ability Improvement
+2 Wisdom
Note: Alternatively, you can take Resilience: Constitution if opting to obtain the Hag’s Hair for a permanent +1 Bonus to Constitution.
Cleric 5
- +2 Level 3 Spell Slots
- Drow Magic: Darkness (Long Rest)
Create 5m Area of Darkness
Creatures are Blinded
Ranged Attacks cannot penetrate Darkness
Immunity to Blinded negates effects
Unlocked at Character Level 4 & uses CHA
- Destroy Undead
Turn Undead now deals 4d6 Radiant Damage to Turned creatures
- Domain Spell: Animate Dead
Animate a corpse as a servant while not in combat
Level 4 Upcast raises 3 minions instead of 1
Level 5 Updated raises a Ghoul or Flying Ghoul
- Domain Spell: Vampiric Touch (Concentration)
3d6 Necrotic Damage
Can recast while concentration without expending spell slot
+1d6 Necrotic Damage per upcast
Note: Reminder to obtain the Hag’s Hair if you’ve opted to do so for a permanent +1 Bonus to Constitution. If obtaining this, you can take your 2nd or 3rd feat as Resilience: Constitution to gain Proficiency (+2,3,4 Saving Throws) & boost Constitution to 16 (Another +1 Saving Throw)
Cleric 6
- +1 Level 3 Spell Slot
- +1 Channel Divinity Charge
- Inescapable Destruction
Damage you deal ignores Necrotic Resistance
Cleric 7
- +1 Level 4 Spell Slot
- Domain 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
- Domain Spell: Death Ward
When a creature’s HP would be reduced to 0, instead remain conscious with 1 HP
Cleric 8
- +1 Level 4 Spell Slot
- Divine Strike: Necrotic
Once per turn, deal 1d8 Bonus Necrotic Damage when you make a melee attack
Feat: Ability Improvement OR Resilience: Constitution
- Ability Improvement
+2 Wisdom
- Resilience: Constitution (if taken Hag’s Hair)
Cleric 9
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
- Domain Spell: Cloudkill
5d8 Poison Damage
Create 6m Area of Cloudkill
5d8 Poison Damage per turn
Heavily Obscured
Can reposition the cloud each turn
- Domain Spell: Contagion
Poison a target
Disease a target
Filth Fever
Flesh Rot
Slimy Doom
Seizure
Mindfire
Blinding Sickness
If the target passes 3 CON Saves, it recovers
If the target fails 3 CON Saves, it contracts the chosen disease
Target has Disadvantage on Attack Rolls and Checks
Cleric 10
- +1 Level 5 Spell Slot
- Divine Intervention (Once per playthrough)
Call upon your deity in your moment of greatest need. Once they interfere, your deity will never do so again in this manner
Sunder the Heretical
8d10 Radiant Damage in 15m Radius to enemies
Opulent Revival
18m Radius
Resurrect fallen companions with half their hit points, and restore all nearby allies as if they had Long Rested
Arm Thy Servant
Grants Devotee’s Mace
Mace
+3 Enchantment
+1d8 Radiant Damage
Healing Incense Aura (Bonus Action) (Long Rest)
You & Allies within 9m regain 1d4 HP at the start of each turn for 10 turns
Golden Generosity
Call upon your deity to provide you with a rich bounty of potions and Camp Supplies
Cantrip: Produce Flame OR Thaumaturgy
- Produce Flame
Conjure a flame in your hand
Shines light 9m Radius
1d8 Fire Damage when thrown
Level 5 = 2d8 Fire Damage
Level 10 = 3d8 Fire Damage
- Thaumaturgy
Advantage on Intimidation Checks
Cleric 11
- +1 Level 6 Spell Slot
Cleric 12
Feat: Ability Improvement OR Resilience: Constitution
- Ability Improvement
+2 Strength
- Resilience: Constitution (if taken Hag’s Hair & didn’t take this feat at Level 8)
Important Items:
- Potion of Everlasting Vigour
+2 Strength (Permanent)
- Necromancy of Thay
Danse Macabre (Long Rest)
Summon 4 Ghouls to fight alongside you until Long Rest
16 STR / 17 DEX / 10 CON / 11 INT / 10 WIS / 8 CHA
20 HP 17 AC
Claws
2d6 STR Modifier Slashing Damage
Paralyse the target for 2 turns on failed CON Save
Cannot move or take Actions, Bonus Actions, or Reactions
Attack Rolls against this creature automatically succeed
Attack Rolls within 3m are guaranteed Critical Hits
Automatically fails all STR & DEX Saves
Incapacitated
Elves & Undead cannot be paralysed
Death Burst
6d6 Necrotic Damage in 3m Radius when Ghoul dies
Successful DEX Saves halve damage
Devour
Can only be used on Knocked Down, Prone, or Sleeping targets
3d10 STR or DEX Modifier Slashing Damage
Heal the same amount as damage dealt
Tharchiate Codex: Blessing
Gain 20 Temporary HP after each Long Rest
Speak with Dead
Ritual 9m
Talk to a corpse
Undead, Skeletons, & Creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage cannot be spoken to
Can recast without expending Spell Slot until Long Rest
Forbidden Knowledge
+1 Wisdom Saving Throws
+1 Ability Checks
Can be used for Mirror of Loss
- Mirror of Loss
+2 Wisdom (Permanent)
Can use Forgotten Knowledge to obtain stat buff
- Hag’s Hair (Optional)
+1 Constitution
Note: If obtaining this, you can take your 2nd or 3rd feat as Resilience: Constitution to gain Proficiency (+2 Saving Throws) & boost Constitution to 16 (Another +1 Saving Throw)
- 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
- 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
-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
- Abyss Beckoners
Summoned creatures have Resistance to ALL Damage EXCEPT Psychic
At the start of summoned creature’s turn, it must succeed Wisdmon Saving Throw or be driven Mad
Attacks the nearest creature
At the end of each turn, make a DC 13 Wisdom Saving Throw to remove the condition
Location: Zhentarim Basement
- 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
- Vital Conduit Boots
When you cast a spell that requires Concentration, gain 8 Temp HP
+1 Athletics
Location: Can be bought or stolen from A'jak'nir Jeera
- The Deathstalker Mantle (Dark Urge Only)
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
- 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
- Pearl of Power Amulet
Pearlescent Restoration (Long Rest)
Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
- 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 Callarduran 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; If you talk to the Duergar you need to succeed a Perception and Deception or Sleight of Hand check before this item can be looted. Alternatively, you can murder the Duergar and loot it directly from one of the corpses
- 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 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
- Absolute’s Warboard
+2 AC
+1 Saving Throws if Branded
Heroism (Long Rest)
Location: Dropped by Priestess Gut in the Shattered Sanctum portion of the Goblin Camp
- Adamantine Shield
+2 AC
When a melee attack misses you, the attacker is sent Reeling for 2 turns
-1 Attack Rolls for every turn remaining
Attackers can't land critical hits on the wearer
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
Location: Grymforge
- Safeguard Shield
+2 AC
+1 Saving Throws
Location: Purchased from Dammon
- Witchbreaker
Advantage on Attack Rolls against Concentrating creatures
Location: Sold by A'jak'nir Jeera at Crèche Y'llek
- Ritual Dagger (Off-Hand)
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
- Sussur Dagger (Off-Hand)
Dagger
+1 Enchantment
Silences target on hit for 2 turns
Location: Finish the Masterwork Weapon quest
- Worgfang (Off-Hand) (Strongly dislikes Goblins)
Dagger
Goblins have Disadvantage on Attack Rolls against wielder
Location: Worgfang can be looted from a pile of bones in one of the cells within the Worg Pens area of the Goblin Camp X: 386 Y: -17
- Defender Flail
+1 Enchantment
+1 AC
Reduce incoming Bludgeoning, Piercing, and Slashing damage by 1
Location: Can be bought from A'jak'nir Jeera in Crèche Y'llek
- Larethian’s Wrath
+1 Enchantment
Razor Gale (Short Rest)
Deal Damage to enemies in a 4m Cone AoE
Targets take Half-Damage on Miss
Unlike Cleave, does NOT have maximum number of targets
Location: Purchased at Crèche Y'llek
- 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
- Loviatar’s Scourge
Mace
+1d6 Necrotic Damage
Resistance to Necrotic Damage
Wielder takes 1d6 Necrotic Damage when landing a hit
Location: Abdirak
- 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
- Xyanide
Mace
+1 Enchantment
Once per Short Rest, apply Faerie Fire for 2 turns on target when missing an attack
Attacks against this target have Advantage
Cannot become Invisible
Location: Minthara
- Sword of Screams
Rapier
+1d4 Psychic Damage
Location: Dropped by Nere
- Knife of the Undermountain King (Off-Hand)
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
- Faithbreaker
+1 Enchantment
Absolute Power (Short Rest)
+1d6 Force Damage
Possibly pushes target back 5m
Location: Dropped by Dror Ragzlin
- Gandrel’s Aspiration
Advantage against Monstrosities
Works with Melee Attacks as long as this weapon is equipped
Location: Dropped from Gandrel
- Spellthief
Longbow
Arcane Vehemence (Short Rest)
On Critical Hit, regain 1 Level 1 Spell Slot
Location: Bought from Arron in the Druid Grove
- Titanstring Bow
Longbow
+1 Enchantment
Deals additional Damage equal to STR Modifier
Location: This weapon can be purchased from the following traders: Brem in the Zhentarim Hideout after completing Find the Missing Shipment. Sometimes offered by Lann Tarv on the main floor of Moonrise Towers
- Bow of Awareness
+1 Enchantment
+1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
- Hunting Shortbow
+1 Enchantment
Advantage on Monstrosity Enemy types for ALL weapons equipped
Hunter’s Mark (Long Rest) (Concentration)
+1d6 Physical Damage to Weapon Attacks
Can recast without expending spell slots
Location: Purchased from Dammon
- Circle of Bones
Cast Animate Dead once per long rest
Allied Undead within 6m have Resistance to Bludgeoning, Slashing, and Piercing Damage
Location: Balthazar
- 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
- 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
- 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
- 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
- Poisoner’s Gloves
Whenever you deal Poison Damage, the target must pass a CON Saving Throw or become Poisoned
Location: House of Healing X-199 Y: 78
- Dark Justiciar Boots
+1 DEX Saving Throws
Shadow Teleportation (Short Rest)
Teleport between shadows
Location: Kill the Nightsong with Shadowheart
- Cloak of Protection
+1 AC
+1 Saving Throw
Location: Purchase from trader at Last Light Inn
- Derivation Cloak
Heal 1d4 HP when you Poison a foe
Location: Looted from Balthazar’s Chambers in Moonrise Towers
- Fleshmelter Cloak
When hit with a melee attack, deal 1d4 Acid Damage to that creature
Location: Looted from a Gilded Chest X: 29 Y: -930 in the House of Healing Morgue
- Spellcrux Amulet
Spell Slot Restoration (Long Rest)
Replenish any Level Spell Slot as a Bonus Action
Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650
- Strange Tendril Amulet
Cast Evard’s Black Tentacles once per Long Rest
Location: Looted from a Wooden Chest X: 85 Y: -1007 inside a hidden room near the main entrance of the House of Healing Morgue
- Surgeon’s Subjugation Amulet
When you land a Critical Hit, you can Paralyze the target for 2 turns
Location: House of Healing
- Eversight Ring
Immune to Blind
Location: Looted from Opulent Chest in the House of Healing MorgueX: 9 Y: -981
- 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 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
- Absolute’s Protector
If the wielder bears the Absolute's Brand, all damage received from spells is reduced by 1
When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving throw
Fire Shield: Chill (Long Rest)
Location: Dropped by Z'rell in Moonrise Towers
- Justiciar’s Greatshield
+2 AC
Advantage on Perception Checks
Darkness Cloak (Short Rest)
Create Darkness Area for 2 turns in 2m Radius
Blinded
Can only make Ranged Attacks in 3m with Disadvantage
Attack Rolls against Blinded creatures have Advantage
Ranged Attacks cannot penetrate the Darkness
Attempt to Hide
Invisible to enemies
Advantage on Attack Rolls
Location: Lyrthindor
- Ketheric’s Shield
+2 AC
+1 Spell Attack Rolls
+1 Spell Save DC
Advantage on DEX Saves
Location: Ketheric Thorm
- Sentinel Shield
Gain a +3 bonus to Initiative rolls and Advantage on Perception checks
When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving throw
Location: Sold by Lann Tarv in Moonrise Towers
- Shield of Devotion
+2 AC
+1 Level 1 Spell Slot
Aid (Level 3) (Long Rest)
Location: Last Light Inn Quatermaster
- Ritual Dagger of Shar (Off-Hand)
Dagger
+1 Enchantment
+1d4 Necrotic Damage
Location: Sharran Sanctuary ritual altar in a hidden room X: 249 Y:-847
- Myrkulite Scourge
Flail
+1 Enchantment
+1d6 Necrotic Damage
Location: Carried by several Absolute Cultists in Moonrise Towers
- Blade of Opressed 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
- Cruel Sting
Longsword
+1 Enchantment
Ensnaring Strands (Short Rest)
1d10+STR Modifier Slashing Damage
Enweb target (STR Save)
10 turns
Cannot move
Disadvantage on Attack Rolls
Disadvantage on DEX Saves
Attack Rolls against this creature have Advantage
If wielded by a Drow, +1d4 Poison Damage against Restrained targets
Location: Kar’niss
- 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
- Justiciar’s Scimitar
+2 Echantment
When attacking with Advantage, chance to Blind target
Shadowsoaked Blow
Add Proficiency Bonus to damage of an attack
Deals bonus 1d6 Psychic Damage
Doesn’t break concealment
Location: Looted from Lyrthindor in the Gauntlet of Shar. Lyrthindor is involved in the quest Break Yurgir's Contract. He can be found at the foot of the large statue of Shar X: -713 Y: -732, though you must first speak with and follow the rats to this location in order to find him
- Thorn Blade
Scimitar
+1 Enchantment
+1d4 Poison Damage while Concentrating
Ensnaring Strike (Melee) (Concentration) (Long Rest)
10 turns
Target takes +1d6 Piercing Damage per turn
Cannot move
Disadvantage on Attack Rolls
Disadvantage on DEX Saves
Attack Rolls against this creature have Advantage
Location: Purchased from Dammon
- Render of Mind and Body
Shortsword
+1 Enchantment
When Attacking with Advantage deal bonus 1d8 Psychic Damage
Location: Purchased at Moonrise Towers
- Slicing Shortsword
+1 Enchantment
When attacking with Advantage, inflict Bleeding
Location: Purchased from trader at Moonrise Towers
- Sword of Clutching Umbra
Shortsword
+1 Enchantment
Shadowsoaked Blow
Strike an enemy and add Proficiency Bonus to Damage
If Attack hits, deals +1d6 Psychic Damage
Does not break stealth
Location: Purchased from Dammon
- 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
- Ketheric’s Warhammer
+1 Enchantment
+1d4 Psychic Damage
Location: Ketheric Thorm
- 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
- Hood of the Weave
+2 Spell Attack Rolls
+2 Spell Save DC
Location: Sold by Mystic Carrion
- Mask of Soul Perception
+2 Attack Rolls
+2 Initiative
+2 Perception
Detect Thoughts (Short Rest)
Location: Found in a DC20 locked Gilded Chest X: -33 Y: 20 in Helsik's Room upstairs at the Devil's Fee in the Lower City
- 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
- 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
- Gauntlets of Hill Giant Strength
Increase STR to 23
+1 STR Saving Throws
Location: 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
- Unwanted Masterwork Gauntlets
+1 Attack Rolls
+1 STR Saving Throws
Location: Forge of the Nine
- Blackguard’s Gauntlets
Medium Armour
+1 Attack Rolls
+1 STR Saves
Inflict Wounds (Level 4) (Long Rest)
4d10 Necrotic Damage
Location: That Which Watches
- Legacy of the Masters
+2 Attack Rolls
+2 Damage Rolls
+1 Strength Saving Throws
Location: Sold by Dammon at the Forge of the Nine, in the Lower City
- The Reviving Hands
+1 STR Saving Throws
Revivify (Long Rest)
When you heal a creature, it gains Blade Ward
When you Revive a creature, it gains Death Ward
Location: Stormshore Tabernacle
- Helldusk Boots
Immune to Prone
Immune to Difficult Terrain
Can use Reaction to succeed a failed Saving Throw
Hellcrawler (Short Rest)
Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius
Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.
- 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
- Nymph Cloak
Dominate Person (Long Rest)
Location: Looted from the High Security Vault n°1 in The Counting House in the Lower City of Baldur's Gate OR Sold by Ferg Drogher in Rivington. It is part of his special stock, which requires a Persuasion check to access
- Amulet of Greater Health
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Amulet of the Devout
+2 Spell Save DC
+1 Channel Divinity Charge per Long Rest
Location: Chest in Stormshore Tabernacle
- Spell Savant Amulet
Gain an additional Level 2 Spell Slot
Location: Vault 1 in the Counting House
- Crypt Lord Ring
Cast Create Undead once per long rest (Level 6 Spell)
Location: Rewarded for completion of Find Mystic Carrion's Servant if Thrumbo survives
- 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
- Shield of the Undevout
+2 AC
+1 Level 1 Spell Slot
Enemies have Disadvantage on Saves from your actions that inflict Fear
Location: That Which Guards
- Viconia’s Walking Fortress
+3 AC
Rebuke of the Mighty (Reaction)
When hit with a Melee Attack, deal 2d8 Force Damage and have a chance to knock them Prone
Advantage on Saving Throws against Spells
Spell Attack Rolls against wielder have Disadvatange
Reflective Shell (Short Rest)
Projectiles are reflected back to their origin
Warding Bond (Long Rest)
Resistant to all Damage
+1 AC
+1 Saving Throws
Each time target takes damage, spellcaster takes the same damage
Location: Viconia
- Bloodthirst (Off-Hand)
Dagger
+2 Enchantment
Bound Weapon
Number needed to roll a Critical Hit is reduced by 1
True Strike (Bonus Action) (Cantrip) (Short Rest)
Main Hand: On hit, target becomes Vulnerable to Piercing Damage
Off-Hand: When a creature misses you with a Melee Attack, gain True Strike
Off-Hand: +1 AC
Location: Reward for defeating Orin during Get Orin’s Netherstone
- Rhapsody (Off-Hand)
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
- Stillmaker (Off-Hand)
Dagger
+2 Enchantment
Hold Person (Long Rest) (Level 3)
Location: Found in a hole X: 67 Y: -1018 in the area underneath the Open Hand Temple. A successful DC5 Perception check is needed to spot it
- Flail of Ages
+1 Enchantment
Elemental Age (Long Rest)
Location: Stormshore Armoury
- Blackguard’s Sword
Longsword
+2 Enchantment
On a hit infused with one of your Smites, the target must succeed a Constitution saving throw or become Dazed
Has Disadvantage on Wisdom Saving throws, can't take Reactions, and loses the Dexterity bonus to their Armour Class.
Location: That Which Guards
- Handmaiden’s Mace
Mace
+2 Enchantment
+1d6 Poison Damage
Set STR to 18
Can Poison enemies on failed DC 12 CON Save
2 turns
Disadvantage on Attack Rolls
Disadvantage on Ability Checks
Location: Viconia
- Infernal Mace
Mace
+2 Enchantment
+3 Poison Damage
Can Poison enemies on failed DC 12 CON Save
2 turns
Disadvantage on Attack Rolls
Disadvantage on Ability Checks
Location: Carried by Black Gauntlets of Bane
- Hollow’s Staff
+1 Enchantment
+1d4 Necrotic Damage
Creatures have Disadvantage on Saving Throws against your Necromancy Spells
Arms of Hadar (Level 3)(Long Rest)
4d6 Necrotic Damage in 3m Radius
Creatures cannot take Reactions for 1 turn if they fail a Strength Saving Throw
Location: Lucretious
- 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
- Staff of Cherished Necromancy
+2 Enchantment
+1d4 Necrotic Damage
Creatures have Disadvantage on Saving Throws against your Necromancy Spells
Gain Life Essence when you kill a hostile creature with a spell
Life Essence (Lasts until Long Rest)
Cast Necromancy Spells without consuming a Spell Slot
Location: Mystic Carrion
- Woe
Quarterstaff
+2 Enchantment
+1 Spell Attack Rolls
+1 Spell Save DC
Blight (Long Rest)
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
Bound Weapon
Location: Cazador
- 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
- Crimson Mischief (Off-Hand)
Shortsword
+2 Enchantment
+1d4 Necrotic Damage
Main Hand Only: +1d4 Piercing Damage to targets with less than 50%HP
Main Hand Only: +7 Piercing Damage when attacking with Advantage
Off-Hand Only: Add your Ability Modifier to the damage
Location: Dropped by Orin
- Infernal Spear
Spear
+1 Enchantment
+3 Poison Damage
Can Poison enemies on failed DC 12 CON Save
2 turns
Disadvantage on Attack Rolls
Disadvantage on Ability Checks
Location: Carried by Iron Consul Mian and Nuff
- Hellfire Engine Crossbow
+2 Enchantment
Lightning Arrow (Long Rest)
4d8 Lightning Damage
2d8 Lightning Damage 3m AoE (Dexterity Save to Halve Damage)
Reposition Malefactor
Pull a creature 9m closer to you
15 DC Dexterity Saving Throw
Location: Crafted in the Steel Watch Foundry
- Hellrider Longbow
+3 Initiative
Advantage on Perception Checks
Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire
Location: Sold by Ferg in Rivington
- 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