Ad placeholder

Handwear

From bg3.wiki
(Redirected from Bracers)
Jump to navigation Jump to search

Handwear includes gloves, gauntlets, bracers, and so on. They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.

List of Handwear[edit | edit source]

Non-Armour[edit | edit source]

These pieces of handwear don't require any kind of Armour Proficiency.

ItemWeightPriceSpecial
Drow Leather Gloves0.5 kg
1 lb
20
Druidic Bracers0.5 kg
1 lb
20
Gloves (Equipment)0.5 kg
1 lb
20
Gloves (Equipment)0.5 kg
1 lb
20
Leather Bracers0.5 kg
1 lb
20
Leather Gloves0.5 kg
1 lb
20
Leather Gloves0.5 kg
1 lb
20
Leather Gloves0.5 kg
1 lb
20
Leather Gloves0.5 kg
1 lb
20
Leather Gloves0.5 kg
1 lb
20
Leather Gloves0.5 kg
1 lb
20
Leather Gloves0.5 kg
1 lb
20
Leather Gloves0.5 kg
1 lb
20
Nettie's Gloves0.5 kg
1 lb
20
Braindrain Gloves0.5 kg
1 lb
90
Mental Interference
When you deal PsychicPsychic damage, you also inflict Mental FatigueMental Fatigue for 2 turns.
Dark Justiciar Gauntlets (Uncommon)0.5 kg
1 lb
110
Umbral Attack
Your weapon attacks deal an additional 1d4NecroticNecrotic damage.
Fleetfingers0.5 kg
1 lb
90
Running Jump
Once per turn, after the wearer DashesDashes or takes a similar action, they can JumpJump without using a Bonus Action.
Gloves of Archery0.5 kg
1 lb
60
Corellon's Guiding Hand
You gain Proficiency with LongbowsLongbows and ShortbowsShortbows. In addition, your ranged weapon attacks deal an additional 2 damage.
Gloves of Baneful Striking0.5 kg
1 lb
90
Baneful Strike
Whenever you deal damage with a weapon attack, the target receives a -1d4 penalty to its Saving throwSaving throw against your next spell.
Gloves of Belligerent Skies0.5 kg
1 lb
90
Thunderous Conversion
When the wearer deals ThunderThunder, LightningLightning, or RadiantRadiant damage, inflict 2 turns of ReverberationReverberation upon the target(s).
Gloves of Hail of Thorns0.5 kg
1 lb
90
Hail of Thorns Hail of Thorns (Action)
Cast as a level 1 spell ( Recharge: Short rest.)
Gloves of Heroism0.5 kg
1 lb
110
Warding Hands
When you use your Channel Oath Charge spells, you gain HeroismHeroism.
Gloves of Power0.5 kg
1 lb
90
Absolute's Bane
On a hit with a weapon attack, possibly inflict a -1d4 penalty to the target's Attack rollAttack rolls and Saving throwSaving throws.
Gloves of the Growling Underdog0.5 kg
1 lb
110
Underdog's Bravery
The wearer gains AdvantageAdvantage on melee Attack rollAttack rolls while surrounded by 2 or more foes.
Gloves of Thievery0.5 kg
1 lb
60
Hellrider's Pride0.5 kg
1 lb
110
Helm's Protection
When you heal another creature, it gains Resistance to BludgeoningBludgeoning, PiercingPiercing, and SlashingSlashing damage dealt by weapon attacks [See: Bugs] for 2 turns.
Herbalist's Gloves0.5 kg
1 lb
90
Cleansing Touch
If the wearer heals a PoisonedPoisoned creature, it is no longer poisoned.
Ichorous Gloves0.5 kg
1 lb
90
Ichorous Corrosion
When the wearer deals AcidAcid damage, they also inflict Noxious FumesNoxious Fumes on the target(s).
Knock Knuckle Gloves0.5 kg
1 lb
90
Knock Knock (Action + Level 2 Spell Slot)
Cast as a level 2 spell ( Recharge: Long rest.)
Luminous Gloves0.5 kg
1 lb
110
Radiating Orb Gloves
When the wearer deals RadiantRadiant damage, the target receives 2 turn of Radiating OrbRadiating Orb.
Reason's Grasp0.5 kg
1 lb
90
Ever Vigilant
When the wearer chooses to End their RageEnd their Rage, they gain 15 temporary hit points 15 temporary hit points.
Thermoarcanic Gloves0.5 kg
1 lb
90
Arcane Ashes
Whenever you deal FireFire damage, you gain 2 turns of HeatHeat.
Unlucky Thief's Gloves0.5 kg
1 lb
1
  • Sleight of Hand Sleight of Hand +2
  • Adds a piece of Charcoal to the wearer's inventory for each item they steal.
    • After stealing 20 times, the next steal will add a Coal Bucket instead, which inflicts the Burning Burning condition to the player for Duration: 1 turn.
Winter's Clutches0.5 kg
1 lb
90
Winter's Clutches
When the wearer deals ColdCold damage, inflict 2 turns of Encrusted with FrostEncrusted with Frost upon the target(s).
Bracers of Defence0.5 kg
1 lb
160
Become the Bulwark
You gain a +2 bonus to Armour ClassArmour Class as long as you are not wearing armour or holding a shield.
Cerebral Citadel Gloves0.5 kg
1 lb
290
Illithid Euphoria
CharmCharm or FrightenFrighten a creature to gain a 1d4 bonus to Attack rollAttack rolls and Saving throwSaving throws.
Cindersnap Gloves0.5 kg
1 lb
240
Protection from Missiles Protection from Missiles (Action)
Cast as a level 2 spell ( Recharge: Short rest.)
Craterflesh Gloves0.5 kg
1 lb
290
Craterous Wounds
Whenever you score a Critical Hit, deal an additional 1d6ForceForceDRS damage.
Daredevil Gloves0.5 kg
1 lb
240
Doom Lobber
The wearer gains a +1 bonus to Spell Attack Rolls.
Daredevil ProximityDaredevil Proximity
Your Ranged Spell Attacks are made as melee spell attacks when you are adjacent to a hostile creature. This effect can be toggled off.
Dark Displacement Gloves0.5 kg
1 lb
160
Subtle Swap
You gain a +1 bonus to Attack rollAttack rolls when throwing, and may swap positions with the target if they fail a Dexterity saving throwDexterity saving throw.
Dark Justiciar Gauntlets (Rare)0.5 kg
1 lb
290
Beckoning DarknessBeckoning Darkness (Bonus Action)
Cast as a level 4 spell at will.
Umbral Attack
Your weapon attacks deal an additional 1d4NecroticNecrotic damage.
Flawed Helldusk Gloves0.5 kg
1 lb
290
Lesser Infernal Touch
Your weapon attacks deal an additional 1d4FireFire damage. Your unarmed attacks deal an additional 1d4NecroticNecrotic damage, and can possibly inflict BleedingBleeding.
Gloves of Battlemage's Power0.5 kg
1 lb
290
Battlemage's Power
When you hit a target with a spell or cantrip that uses a weapon, you gain Arcane AcuityArcane Acuity.
Gloves of Cinder and Sizzle0.5 kg
1 lb
240
Scorching RayScorching Ray (Action)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Dragonfire Fists
Your unarmed attacks deal an additional 1d4FireFire.
Gloves of Crushing0.5 kg
1 lb
160
Crushing Blows
The wearer gains a +1 bonus to unarmed Attack rollAttack rolls and their unarmed attacks deal an additional 2BludgeoningBludgeoning damage.
Gloves of Missile Snaring0.5 kg
1 lb
160
Missile SnaringMissile Snaring (Reaction)
You can intercept missiles from ranged weapon attacks with a Reaction, reducing their damage by 1d10 + your Dexterity modifier.
Gloves of the Automaton0.5 kg
1 lb
290
Circuitry Interface Circuitry Interface (Bonus Action)
You are considered a construct. Your weapon Attack rolls have Advantage Icon.png Advantage, and you have resistance to LightningLightning damage. ( Recharge: Short rest.)
Gloves of the Balanced Hands0.5 kg
1 lb
160
Two-Weapon FightingTwo-Weapon Fighting
When you make an offhand attack, you can add your Ability Score Modifier to the damage of the attack.
Gloves of The Duellist0.5 kg
1 lb
160
Duelling Gloves
While only holding one weapon in your main hand and nothing in your free hand, gain a +2 bonus to melee weapon Attack rollAttack rolls.
Gloves of Uninhibited Kushigo0.5 kg
1 lb
240
Kushigo's Might
The wearer deals an additional 1d4 damage with ThrowThrow Attacks and attacks made with Improvised WeaponsImprovised Weapons.
Jhannyl's Gloves0.5 kg
1 lb
240
Defy Villainy
When the wearer becomes BlindedBlinded, ParalysedParalysed or PoisonedPoisoned, they automatically cast Lesser RestorationLesser Restoration on themselves.
Martial Exertion Gloves0.5 kg
1 lb
160
Martial Exertion Martial Exertion
Push past your physical limits, taking 6d6PiercingPiercing damage to gain an additional attack per turn and to double your movement speed. ( Recharge: Short rest.)
Nimblefinger Gloves0.5 kg
1 lb
160
Nimblefinger
Gnomes are granted +2 to Dexterity. Halflings and Dwarves gain +1 Dexterity.
Poisoner's Gloves0.5 kg
1 lb
240
Envenom
Whenever you deal PoisonPoison damage, the target needs to succeed a Constitution saving throwConstitution saving throw or become PoisonedPoisoned.
Raven Gloves0.5 kg
1 lb
160
Summon Quothe the Raven Summon Quothe the Raven (Action)
Cast as a level 3 spell ( Recharge: Short rest.)
Seraphic Pugilist Gloves0.5 kg
1 lb
240
Guiding Bolt Guiding Bolt (Action)
Cast as a level 4 spell ( Recharge: Long rest.)
Angelclocker Knuckles
Your unarmed attacks deal an additional 1d4RadiantRadiant damage.
Servitor of the Black Hand Gloves0.5 kg
1 lb
240
FearFear (Action)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Enervating Suffusion
Your unarmed attacks deal an additional 1d4ForceForce damage.
Snow-Dusted Monastery Gloves0.5 kg
1 lb
450
Ice Knife Ice Knife (Action)
Cast as a level 3 spell ( Recharge: Long rest.)
Chilling Strike
Your unarmed attacks deal an additional 1d4ColdCold damage.
Spellseeking Gloves0.5 kg
1 lb
160
Seeking SpellSeeking Spell
When you make a Spell Attack Roll, you can spend a Sorcery Point to gain AdvantageAdvantage. This costs 1 Sorcery Point per spell slot Level. Cantrips cost 1 Sorcery Point.
Stalker Gloves0.5 kg
1 lb
400
Seldom Caught Unawares
You gain a +1 bonus to Initiative rollsInitiative rolls.
Skullduggery Attack
Your Sneak AttackSneak Attack deals an additional 1d4ForceForceDRS damage.
Swordmaster Gloves0.5 kg
1 lb
160
Sword Mastery
You gain Proficiency with shortswordsshortswords, longswordslongswords, and greatswordsgreatswords. In addition, you gain a +1 bonus to melee Attack rollAttack rolls.
The Sparkle Hands0.5 kg
1 lb
110
Conductive Strikes
On a hit with an unarmed attack, the wearer gains 2 Lightning ChargesLightning Charges.
Effective Transmitter
While imbued with Lightning ChargesLightning Charges, attacks against metal constructs and foes wearing metal armour gain AdvantageAdvantage.
Thunderpalm Strikers0.5 kg
1 lb
450
Thunderwave Thunderwave (Action)
Cast as a level 3 spell ( Recharge: Long rest.)
Booming Blows
Your unarmed attacks deal an additional 1d4ThunderThunder damage.
Winkling Gloves0.5 kg
1 lb
240
Wondrous Gloves0.5 kg
1 lb
160
Troubadour's Wonder
Your Armour ClassArmour Class increases by 1. In addition, if you have Bardic InspirationBardic Inspiration, you gain 1 more use of it.
Abyss Beckoners0.5 kg
1 lb
450
Demonspirit AuraDemonspirit Aura
The wearer's summoned creatures have resistance to all damage except PsychicPsychic damage. At the start of the summoned creatures turn, it must succeed a Wisdom saving throwWisdom saving throw or be driven MadMad.
Bhaalist Gloves0.5 kg
1 lb
540

Attack rollAttack rolls +1

Garrotte Garrotte (Action)
Wraps a shadow rope around a Humanoid creature's throat to start Garrotting Garrotting it. ( Recharge: Short rest.)
Bonespike Gloves0.5 kg
1 lb
300
Exoskeletal Reinforcement
Your attacks ignore Resistance to SlashingSlashing, PiercingPiercing, and BludgeoningBludgeoning damage.
Gauntlet of the Tyrant0.5 kg
1 lb
300
Command Command (Action)
Cast as a level 3 spell ( Recharge: Long rest.)
Enervating Suffusion
Your unarmed attacks deal an additional 1d4ForceForce damage.
High Spellcasting
You gain a +1 bonus to Spell Save DC.
Gauntlets of Hill Giant Strength0.5 kg
1 lb
540
Gemini Gloves0.5 kg
1 lb
460
Adroit CasterAdroit Caster
Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice. Usable once per short rest.
Gloves of Dexterity0.5 kg
1 lb
300
  • Set the wearer's Dexterity Dexterity score to 18. The enchantment has no effect if their Dexterity score is higher without it.
  • Attack rolls +1
Helldusk Gloves0.5 kg
1 lb
540
Rays of FireRays of Fire (Action)
Cast as a cantrip (Recharge: Short rest Recharge: Short rest.)
Infernal Acuity
You gain +1 bonus to Spell Attack Rolls and Spell Save DC.
Infernal Touch
Your weapon attacks deal an additional 1d6FireFire damage. Your unarmed attacks deal an additional 1d6NecroticNecrotic damage, and can possibly inflict BleedingBleeding.
Hr'a'cknir Bracers0.5 kg
1 lb
540
TelekinesisTelekinesis (Action)
Cast as a level 5 spell (Recharge: Short rest Recharge: Short rest.)
Quickened Mage Hand
You can cast Mage HandMage Hand as a Bonus Action.
Quickspell Gloves0.5 kg
1 lb
300
Quickspell FlingerQuickspell Flinger
Cantrips that cost an Action cost a Bonus Action instead. This effect can be used once per Short Rest.
Spellmight Gloves0.5 kg
1 lb
300
SpellmightSpellmight
When casting a spell that requires an Attack rollAttack roll, you can take a -5 penalty to the roll to deal an additional 1d8 damage.
Gloves of Soul Catching0.5 kg
1 lb
960
Soul Fist
Your unarmed attacks deal an additional 1d10ForceForce damage.
Soul Catching
Once per turn, on an unarmed hit, you regain 10hit pointshit points. Alternatively, you may forego healing to gain a +5 bonus on an Attack rollAttack roll or Saving throwSaving throw until the end of your next turn.[See: Bugs]

Light[edit | edit source]

These pieces of handwear require Light Armour Proficiency.

No items found.

Medium[edit | edit source]

These pieces of handwear require Medium Armour Proficiency.

ItemWeightPriceSpecial
Metallic Gloves0.5 kg
1 lb
40
Blackguard's Gauntlets0.5 kg
1 lb
800
Inflict Wounds Inflict Wounds (Action)
Cast as a level 4 spell ( Recharge: Long rest.)
Gauntlets of Surging Accuracy0.5 kg
1 lb
300
Surge Accuracy
When you use Action SurgeAction Surge, gain a +1d4 bonus to Attack rollAttack rolls for the rest of your turn.
Unwanted Masterwork Gauntlets0.5 kg
1 lb
300
Gauntlets of the Warmaster0.5 kg
1 lb
1600
Legacy of the Masters0.5 kg
1 lb
570
Arming Enhancement
Gain a +2 Bonus to Attack rollAttack roll and damage rolls with weapons.
The Reviving Hands0.5 kg
1 lb
570
RevivifyRevivify (Action)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Aegis Palms
When you heal a creature, it gains the effect of Blade WardBlade Ward. When you ReviveRevive a creature, it gains the effect of Death WardDeath Ward.

Heavy[edit | edit source]

These pieces of handwear require Heavy Armour Proficiency.

No items found.

Legacy content[edit | edit source]