Ad placeholder

Headwear

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

Headwear includes caps, helmets, circlets, and other items worn in the Helmet slot. They can protect the wearer from Critical Hits, provide bonuses to Saving Throws, or grant item-specific actions such as the ability to cast a certain spell.

List of Headwear[edit | edit source]

Non-Armour[edit | edit source]

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

Item Weight Price Effects


Bicorne of the Sea Beast

0.5 kg
1 lb

1


Brimmed Hat

0.5 kg
1 lb

5


Bycocket

0.5 kg
1 lb

5


Cap and Bells

0.5 kg
1 lb

5


Circlet

0.5 kg
1 lb

15


Devilfoil Mask

0.5 kg
1 lb

50
Infernal Legion
Grants the Infernal Legion Infernal Legion condition while worn.


Embroidered Bycocket

0.5 kg
1 lb

5


Embroidered Hat

0.5 kg
1 lb

5


Frumpy Hat

0.5 kg
1 lb

5


Hat Of Eminent Giggles

0.5 kg
1 lb

5


Ignoble Hat

0.5 kg
1 lb

5


Old Floppy Hat

0.5 kg
1 lb

5


Rufflesome Blaggart Hat

0.5 kg
1 lb

5


Snakeskin Hat

0.5 kg
1 lb

5


Whispering Mask

0.5 kg
1 lb

1
  • Can see objects hidden to the unaided eye.
Part of the Flock
Auntie Ethel welcomes you, dearie.


Wide-Brimmed Hat

0.5 kg
1 lb

5


Wizard Hat

0.5 kg
1 lb

5


Browbeaten Circlet

0.5 kg
1.0 lb

90
Browbeaten
The wearer gains a +1 bonus to spell save DC while Threatened Threatened.


Cap of Curing

0.5 kg
1 lb

90
Soothing Songs
When you inspire an ally using Bardic Inspiration Bardic Inspiration, they also regain 1d6hit points.


Coldbrim Hat

0.5 kg
1 lb

90
Coldbrim Chill
Once per turn, any spell condition inflicted on a target also applies 2 turns of Encrusted with Frost Encrusted with Frost.


Hat of Fire Acuity

0.5 kg
1 lb

90
Fire Acuity
Whenever you deal Damage TypesFire damage, you gain Arcane Acuity Arcane Acuity for 2 turns.


Hat of Storm Scion's Power

0.5 kg
1 lb

90
Thunderous Acuity
Whenever the wearer deals Damage TypesThunder damage, they gain Arcane Acuity Arcane Acuity.


Key of the Ancients

0.5 kg
1.1 lb

90


Marksmanship Hat

0.5 kg
1 lb

24
Marksmanship
You gain a +1 bonus to Ranged Attack rolls and Thrown Attack Rolls.


The Lifebringer

0.5 kg
1 lb

90
Lifecharger
When the wearer gains Lightning Charges Lightning Charges, they also gain 3 Temporary Hit Points. The temporary hit points disappear if the wearer runs out of Lightning Charges.


The Shadespell Circlet

0.5 kg
1.1 lb

90
Shadespell
While the wearer is obscured in shadow, their spells gain a +1 bonus to Spell Save DC, making them more likely to succeed.


Wapira's Crown

0.5 kg
1 lb

90
Crowning Glory
When healing another, the wearer regains 1d6hit points.


Warped Headband of Intellect

0.5 kg
1 lb

250
  • Set the wearer's Intelligence Intelligence score to 17. The enchantment has no effect if their Intelligence score is higher without it.


Cap of Wrath

0.5 kg
1.1 lb

640
Last Stand
During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath Wrath for 2 turns.


Circle of Bones

0.5 kg
1 lb

240
Animate Dead Animate Dead ()
Cast as a level 3 spell ( Recharge: Long rest.)
Undead Ward
Allied undead within 6 m / 20 ft are Resistant to Damage TypesBludgeoning, Damage TypesSlashing, and Damage TypesPiercing damage.


Circlet of Blasting

0.5 kg
1 lb

300
Scorching Ray Scorching Ray ()
Cast as a level 2 spell ( Recharge: Long rest.)


Circlet of Mental Anguish

0.5 kg
1 lb

240
Psychic Leech
When an enemy fails a Charisma icon.png Charisma, Intelligence icon.png Intelligence, or Wisdom icon.png Wisdom Saving throw against one of your spells or cantrips, you regain 1d4hit points.


Circlet of Psionic Revenge

0.5 kg
1 lb

240
Psionic Revenge
When you succeed a Saving throw, the foe that caused the throw takes 1d4Damage TypesPsychic. Githyanki also gain a +1 bonus to Intelligence, Wisdom, and Charisma Saving throws.


Diadem of Arcane Synergy

0.5 kg
1 lb

240
Synergetic Moments
When you inflict a condition, gain Arcane Synergy Arcane Synergy for 2 turns.


Fistbreaker Helm

0.5 kg
1.1 lb

60
High Spellcasting
You gain a +1 bonus to Spell Save DC.
Seldom Caught Unawares
You gain a +1 bonus to Initiative rolls Initiative rolls.


Gibus of the Worshipful Servant

0.5 kg
1 lb

35
Lickspittle's Alertness
At the start of combat, the wearer gains Momentum Momentum equal to their Charisma Charisma Modifier.
Multitasking
You gain Advantage Icon.png Advantage on Concentration Concentration Saving throws.


Haste Helm

0.5 kg
1 lb

240
Smooth Start
At the start of combat, the wearer gains Momentum Momentum for 3 turns.


Hat of the Sharp Caster

0.5 kg
1 lb

50
Sharp Caster
When you roll a 1 or 2 on a damage die(s) for a Spell Attack, that die(s) is rerolled once.


Hat of Uninhibited Kushigo

0.5 kg
1 lb

240
Lay Bare Their Weakness
After dealing damage with an unarmed attack, the wearer gains a +1 bonus to their spell save DC until the end of their turn.


Scabby Pugilist Circlet

0.5 kg
1.1 lb

120
Martial Bravery
Your weapon and unarmed attacks deal an additional 2 damage while surrounded by 2 or more foes.


The Pointy Hat

0.5 kg
1 lb

35
Glorious Pointy Hat
You gain a bonus to your Persuasion checks equal to your Intelligence icon.png Intelligence Modifier.


Assassin of Bhaal Cowl

0.5 kg
1 lb

450
See Invisibility (spell) See Invisibility ()
Cast as a level 2 spell ( Recharge: Short rest.)
Murderous Sight
You can see in the dark up to 3 m / 10 ft. In addition, you gain a +2 bonus to Initiative Initiative.


Birthright

0.5 kg
1 lb

410


Bonespike Helmet

0.5 kg
1 lb

450

Menacing Attack Menacing Attack

Usable once per turn. This ability does not consume Superiority Dice.
Fury In The Marrow
When you Rage Rage, hostile creatures in a 3 m / 10 ft radius must succeed a Wisdom saving throw or take 2d4Damage TypesPsychic damage. The targets receive half damage on a save.


Circlet of Hunting

0.5 kg
1 lb

230
Hunter's Eye
You gain a D4 Piercing.png +1d4 bonus to Attack rolls against creatures marked by Hunter's Mark Hunter's Mark, True Strike True Strike, Faerie Fire Faerie Fire, or Guiding Bolt Guiding Bolt.


Helldusk Helmet

1 kg
2 lb

570
Immolating Gaze Immolating Gaze ()
Sear and Frighten Frighten a target with nothing but your glower. ( Recharge: Short rest.)
Infernal Sight
You can see in magical and ordinary darkness up to a range of 12 m / 40 ft. You cannot be Blinded Blinded.
Magical Durability
The wielder has a +2 bonus to Saving throws against spells.


Hood of the Weave

0.5 kg
1 lb

1450
Arcane Enchantment
You gain a +2 bonus to Spell Save DC and Spell attack rolls.


Horns of the Berserker

0.5 kg
1 lb

230
Seeking Blood
You gain a +2 bonus to Attack rolls when attacking creatures that have already taken damage.
Blood Thirst
Unarmed and melee attacks will deal an extra 2Damage TypesNecrotic damage as long as you don't have your full health. If you don't deal any damage this turn, you will take 1d4Damage TypesNecrotic damage at the end of your turn.


Jannath's Hat

0.5 kg
1.1 lb

450


Mask of Soul Perception

0.5 kg
1 lb

1300
Detect Thoughts Detect Thoughts ()
Cast as a level 2 spell ( Recharge: Short rest.)
Soul Perception
Gain a +2 bonus to Attack rolls, Initiative Rolls Initiative Rolls, and Perception Checks.


Pyroquickness Hat

0.5 kg
1 lb

160
Fiery Return
When you deal Damage TypesFire damage with a non-cantrip spell, you Burn Burn yourself and gain an additional Bonus action this round.


Shapeshifter Hat

0.5 kg
1 lb

70
Nature's Embrace
Increase your Wild Shape Wild Shape Charge by 1. This additional charge is restored upon taking a Long Rest.


Mask of the Shapeshifter

0.5 kg
1 lb

1
Disguise Self Disguise Self ()
Cast as a level 1 spell at will.

Light[edit | edit source]

These pieces of headwear require Light Armour Proficiency and generally offer a bonus to Dexterity Saving throws.

Item Weight Price Effects


Angelic Plume Helmet

.5 kg
1 lb

25


Frayed Drow Hood

0.5 kg
1 lb

25


Leather Helmet

0.5 kg
1 lb

25


Leatherstring Helmet

0.5 kg
1 lb

25


Red Carmine Mask

0.5 kg
1 lb

25


Rich Arcanist Helmet

0.5 kg
1 lb

25


Scorpion Helmet

0.5 kg
1 lb

25


Covert Cowl

0.5 kg
1 lb

70
Covert Critical
While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.


Dark Justiciar Mask

0.3 kg
0.66 lb

210


Helmet of Arcane Acuity

0.5 kg
1 lb

70
Battle Acuity
Whenever you deal damage with a weapon attack, you gain Arcane Acuity Arcane Acuity for 2 turns.


Helmet of Autonomy

0.5 kg
1 lb

70


Shadow of Menzoberranzan

0.5 kg
1.1 lb

190
Shrouded in Shadow Shrouded in Shadow ()
Become Invisible Invisible. ( Recharge: Short rest.)


Helmet of Grit

0.5 kg
1.1 lb

360
Grit
When the wearer has 50% Hit Points or less, they have an additional Bonus action.

Medium[edit | edit source]

These pieces of headwear require Medium Armour Proficiency and generally offer a bonus to Constitution Saving throws. In Early Access, they more often protected against critical hits.

Item Weight Price Effects


Adjustable Steel Helm

1 kg
2 lb

40


Blackplume Helm

1 kg
2 lb

40


Blaze Portyr's Ceremonial Flaming Fist Helm

1 kg
2 lb

40


Cracked Helm of Shar

1 kg
2 lb

40


Fierce Golden Helm

1 kg
2 lb

40


Flaming Fist Helmet

1 kg
2 lb

40


Flaming Fist Helmet

1 kg
2 lb

40


Flaming Fist Helmet

1 kg
2 lb

40


Formidable Helmet

1 kg
2 lb

40


Goldgloss Heraldic Helm

1 kg
2 lb

40


Helmet

1 kg
2 lb

40


Helmet

1 kg
2 lb

40


Regal Helm

1 kg
2 lb

40


Reinforced Helmet

1 kg
2 lb

40


Scalpspike Helm

1 kg
2.2 lb

40


Shar Headwear

1 kg
2 lb

40


Triumphal Helm

1 kg
2 lb

40


Watch's Helmet

1 kg
2.2 lb

40


Well Crated Helm

1 kg
2 lb

40


Dark Justiciar Helm

1 kg
2 lb

115
Swathed in Shadow
While Obscured by shadow, the wearer gains +1 to Saving throws when attacked.


Helmet of Smiting

1 kg
2 lb

115
Bolstering Smite
When you apply a condition with one of your Smite spells, you gain Temporary Hit Points equal to your Charisma modifier.


Holy Lance Helm

1 kg
2 lb

115
Smite the Graceless
Creatures who miss their Attack rolls against the wearer must make a DC 14  Dexterity saving throw or take 1d4Damage TypesRadiant damage.


Flawed Helldusk Helmet

1 kg
2 lb

300
Magical Durability
The wielder has a +2 bonus to Saving throws against spells.


Steelwatcher Helmet

1 kg
2 lb

300
Artificial Sight
The wearer can see in the dark up to 12 m / 40 ft and cannot be Blinded Blinded.


Dark Justiciar Helmet

1 kg
2 lb

1600
Magical Durability
The wielder has a +1 bonus to Saving throws against spells.
Covert Critical
While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.


Sarevok's Horned Helmet

2 kg
4 lb

1600
Deathbringer's Sight
You gain Darkvision Darkvision up to a range of 3 m / 10 ft, or 15 m / 50 ft if you already have it. The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Dauntless
You can't be Frightened Frightened, and cannot be afflicted with other emotion-altering conditions.


Helm of Balduran

2 kg
4 lb

760
Balduran's Vitality
The helmet heals you 2hit points at the beginning of every turn.
Balduran's Favour
You have a +1 bonus to Armour Class Armour Class and Saving throws.
Stun Immunity
You can't be Stunned Stunned.

Heavy[edit | edit source]

These pieces of headwear require Heavy Armour Proficiency and generally offer protection against critical hits.

Item Weight Price Effects


Grymskull Helm

1 kg
2 lb

570
Hunter's Mark Hunter's Mark ()
Cast as a level 1 spell ( Recharge: Long rest.)

Legacy content[edit | edit source]