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Handwear

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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 Fatigue Mental 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 Dashes Dashes or takes a similar action, they can Jump Jump without using a Bonus Action.
Gloves of Archery0.5 kg
1 lb
60
Corellon's Guiding Hand
You gain Proficiency with Longbows Longbows and Shortbows Shortbows. 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 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 Reverberation Reverberation 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 Heroism Heroism.
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 rolls and Saving throws.
Gloves of the Growling Underdog0.5 kg
1 lb
110
Underdog's Bravery
The wearer gains Advantage Icon.png Advantage on melee Attack 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.
Herbalist's Gloves0.5 kg
1 lb
90
Cleansing Touch
If the wearer heals a Poisoned Poisoned 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 Fumes Noxious 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 Orb Radiating Orb.
Reason's Grasp0.5 kg
1 lb
90
Ever Vigilant
When the wearer chooses to End their Rage End their Rage, they gain HP Icon.png 15 temporary hit points.
Thermoarcanic Gloves0.5 kg
1 lb
90
Arcane Ashes
Whenever you deal FireFire damage, you gain 2 turns of Heat Heat.
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 Frost Encrusted with Frost upon the target(s).
Bracers of Defence0.5 kg
1 lb
160
Become the Bulwark
You gain a +2 bonus to Armour Class Armour Class as long as you are not wearing armour or holding a shield.
Cerebral Citadel Gloves0.5 kg
1 lb
290
Illithid Euphoria
Charm Charm or Frighten Frighten a creature to gain a 1d4 bonus to Attack rolls and Saving 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 Proximity Daredevil 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 rolls when throwing, and may swap positions with the target if they fail a Dexterity saving throw.
Dark Justiciar Gauntlets (Rare)0.5 kg
1 lb
290
Beckoning Darkness Beckoning 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 Bleeding Bleeding.
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 Acuity Arcane Acuity.
Gloves of Cinder and Sizzle0.5 kg
1 lb
240
Scorching Ray Scorching Ray (Action)
Cast as a level 3 spell ( 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 rolls and their unarmed attacks deal an additional 2BludgeoningBludgeoning damage.
Gloves of Missile Snaring0.5 kg
1 lb
160
Missile Snaring Missile 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 Fighting Two-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 rolls.
Gloves of Uninhibited Kushigo0.5 kg
1 lb
240
Kushigo's Might
The wearer deals an additional 1d4 damage with Throw Throw Attacks and attacks made with Improvised Weapons Improvised Weapons.
Jhannyl's Gloves0.5 kg
1 lb
240
Defy Villainy
When the wearer becomes Blinded Blinded, Paralysed Paralysed or Poisoned Poisoned, they automatically cast Lesser Restoration Lesser 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 throw or become Poisoned Poisoned.
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
Fear Fear (Action)
Cast as a level 3 spell ( 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 Spell Seeking Spell
When you make a Spell Attack Roll, you can spend a Sorcery Point to gain Advantage Icon.png Advantage. 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 rolls Initiative rolls.
Skullduggery Attack
Your Sneak Attack Sneak Attack deals an additional 1d4ForceForceDRS damage.
Swordmaster Gloves0.5 kg
1 lb
160
Sword Mastery
You gain Proficiency with shortswords shortswords, longswords longswords, and greatswords greatswords. In addition, you gain a +1 bonus to melee Attack rolls.
The Sparkle Hands0.5 kg
1 lb
110
Conductive Strikes
On a hit with an unarmed attack, the wearer gains 2 Lightning Charges Lightning Charges.
Effective Transmitter
While imbued with Lightning Charges Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage Icon.png Advantage.
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 Class Armour Class increases by 1. In addition, if you have Bardic Inspiration Bardic Inspiration, you gain 1 more use of it.
Abyss Beckoners0.5 kg
1 lb
450
Demonspirit Aura Demonspirit 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 throw or be driven Mad Mad.
Bhaalist Gloves0.5 kg
1 lb
540

Attack 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
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 Caster Adroit 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 Fire Rays of Fire (Action)
Cast as a cantrip ( 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 Bleeding Bleeding.
Hr'a'cknir Bracers0.5 kg
1 lb
540
Telekinesis Telekinesis (Action)
Cast as a level 5 spell ( Recharge: Short rest.)
Quickened Mage Hand
You can cast Mage Hand Mage Hand as a Bonus Action.
Quickspell Gloves0.5 kg
1 lb
300
Quickspell Flinger Quickspell 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
Spellmight 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.
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 roll or Saving 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 Surge Action Surge, gain a +1d4 bonus to Attack 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 roll and damage rolls with weapons.
The Reviving Hands0.5 kg
1 lb
570
Revivify Revivify (Action)
Cast as a level 3 spell ( Recharge: Long rest.)
Aegis Palms
When you heal a creature, it gains the effect of Blade Ward Blade Ward. When you Revive Revive a creature it gains the effect of Death Ward Death Ward.

Heavy[edit | edit source]

These pieces of handwear require Heavy Armour Proficiency.

No items found.

Legacy content[edit | edit source]