Equipment Features in Baldur's Gate 3, are the passive effects or conditions provided by wielding certain Equipment. The effects gained from equipment features are usually passive effects that will help you in combat. These effects don't require any kind of energy but they are only triggered by a certain condition required to happen. If two items provide the same effect, it may not be convenient to wield both if the provided effect has no way to stack. Some Common and Uncommon equipment may not provide any Equipment Features. Here you will find a list of the Equipment Features, provided by specified Equipment, and the effect description.
How to Get Equipment Features in Baldur's Gate 3?
All the Features listed on this page refer to all the passive effects that can be obtained by wielding certain Equipment. The only means to obtain these passive effects is by wielding the corresponding item. However, there are some effects shared by multiple Equipment. For example, both the Adamantine Scimitar and Adamantine Mace grant the effect of Swift Hitter which affects your target with "Reeling" which will give them a -1 penalty to Attack Rolls for the remaining turn.
What are Status Effects in Baldur's Gate 3?
In Baldur's Gate 3, Status Effects are either positive or negative affecting characters for a certain period of time or event. Positive effects are acquired by Characters through Skills and Equipment, while the negative ones come from enemy attacks. These effects will linger for a certain period of time or turn, or until after a short or long rest.
Choosing an Equipment in Baldur's Gate 3
It is important for the player to choose the right equipment befitting their character, as this will significantly influence their character in combat. For example, characters that rely on Physical Attacks such as Dwarves with the Warhammer will have a great time with this Weapon type because of their racial feature that gives them Warhammer Proficiency. At the onset of the campaign, players will already have a wide array of weapons available to them that can help support their playstyle.
Where to get Equipment in BG3?
To obtain Equipment in BG3, these items are usually found in chests, bought from Merchants, rewarded by completing quests, or through crafting. For specific items, you may click on the names below to see how you can obtain the specific equipment, or visit the Equipment page for more details.
Equipment Features in Baldur's Gate 3
You can search by Feature or Item Name. Just type into the search box what you are looking for.
Quick Search of All Equipment Features
Equipment Feature | Provided by | Description |
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Absorb Elements | Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack. | |
Impulse Blast | Knocks nearby creature Prone after killing a target or making a critical hit. | |
Tenacity | When you miss an Attack deal 1 Bludgeoning damage anyway. | |
Nightsinger's Reply | While Obscured by shadow, the wearer deals 1d4 Necrotic damage to attackers that hit them with a Melee Attack. | |
Swift Hitter | Your weapon hits hard enough to send your target Reeling for 1 turn Reeling condition: Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining. |
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Piercing Counter |
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When the wearer has 50% Hit Points or less and is damaged by a melee attack, deal 1d4 Piercing damage to the attacker. |
Personal Space | After shoving an enemy, the wearer gains a +1 to their Armour Class until their next turn. |
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Adamantine Shield (Equipment Feature) | When a melee attack misses you, the attacker is sent Reeling for 1 turn. |
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Burned Alive | Deals an aditional 1d4 Piercing damage to Burning targets. |
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Versatile Hitter | Your weapon hits hard enough to send your target Reeling for 1 turn if you are holding it in one hand, and 2 turns if you are holding it in both. Reeling condition: Recovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining. |
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Dig Deep | On a hit, inflict Shattered on a target. When attacking a Shattered target, deal an additional 1d4 Piercing damage. |
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Night Walker | Can't be Enwebbed, Entangled, or Ensnared and can't slip on grease or ice. |
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Swathed in Shadow | While Obscured by shadow, the wearer gains +1 to Saving Throws when attacked. |
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Intense Adamantine Backlash | When a melee attacks hits you, the attacker is sent Reeling for 3 turns. Reeling condition: Revovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining. |
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Adamantine Backlash | When a melee attack hits you, the attacker is sent Reeling for 2 turns. Reeling condition: Revovering from receiving a terrible blow or hitting a strong metal. Has a -1 penalty to Attack Rolls for every turn remaining. |
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Relentless Revenge | When the wielder has 50% hit points or less, they deal an additional 1d6 Slashing damage. | |
Ever-burning | An arcane flame that cannot be quenched | |
Scourge of Pests | Deals an additional 1d6 Fire to Plants, Insects or Small Creatures. | |
Death's Promise | When the spear misses its target, the wielder's next attack against that target is made with advantage. | |
Absolute Bane | Creatures hit by an attack may receive a 1d4 penalty to attack rolls and saving throws. | |
Unhampered Resistance | If the wielder is attacked while not wearing armour, they receive a 1d4 bonus to saving throws | |
Arcane Vehemence | Once per Short Rest, you regain 1st level Spell Slot when you land a critical hit with the Spellthief. | |
Faithwarden's Vines | Vines sprout from the ground, turning it into difficult terrain and possibly Entangling creatures within. | |
Faithwarden's Stride | Druid vines cannot Ensnare you and do not count as dificult terrain. | |
Helm's Protection | When you heal another creature, it gains resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks. (Damage is halved) |
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Crowning Glory | When healing another, the wearer regains 1d6 hit points. |
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Venomous Revenge | Whenever the wearer is healed, its weapon drips with poison, and deals additional Poison damage. |
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Regret | The Wielder takes 1 Psychic whenever they deal damage using this blade. |
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Fly Trap | Chance to Ensnare target if it is not a plant or a beast. |
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Order of Nature | Undead creatures that attack the wearer receive 1d6 Radiant. Beasts that attack the wearer deal an additional 1d6 Radiant |
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Absolute Night | Chance to Blind target. Deals an additional 2d6 Piercing to certain creatures that sport multiple sets of eyes. (Destroys Spectators) |
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The Comeback | When the wearer heals a target, it gains an additional 3 Temporary Hit Points. |
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Torturous Edges | Tortured creatures may receive disadvantage on Constitution saving throws. |
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Willing Whip | Grants resistance to Necrotic damage. Deals an aditional 1d6 Necrotic damage to bearby targets, includingthe wielder. |
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Blood Sacrifice | Pain is a path to power. Take 1d4 Slashing damage to receive a 1d4 to attack rolls and saving throws. |
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The Pain Maiden's Blessing | After a successful attack with this dagger, the wielder receives a 1d4 bonus to attack rolls and saving throws for 1 round. |
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The Scourage Mistress' Bane | Chance to inflict a 1d4 penalty to attack rolls and saving throws on target. If the attacker still has 25% or more hit points, they take 1d6 Piercing themselves. |
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Goblin's Undoing | Goblins have disadvantage on attack rolls againts the wielder. |
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Absolute Protection | The Absolute shields Her faithful. Invoke Her name to increase your Armour Class by 2. |
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The Absolute's Mercy | When the wearer has less than 25% of their hit points left and deals damage, they gain 1d8 hit points |
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Xyanyde's Fire | Chance to encase its target in a sinister Faerie Fire, granting advantage to attack rolls against the target. Lasts for 2 Turns. |
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Absolute Power | A surge of Divine energy accompanies your swing. It deals an additional 1d6 Force damage and possibly pushes your target back 17ft |
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Grit | When the wearer has 50% Hit Points or less, they have an additional Bonus Action. |
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Strength in Suffering | Non-Cantrip spells deal an additional 1d4 Force damage damage when the wearer drops to half their Hit Points of lower. |
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Yeenoghu's Gift | Dealing damage with this weapon heals the wielder for 1d6 hit points and instills them with an insatiable hunger - they can go Mad if they do not deal damage each turn. |
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Loving Protection | Once per Short Rest, if you are below 50% Hit Points and take damage, you gain 8 Temporary Hit Points. |
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Fiery Return | When you deal Fire damage with a non-Cantrip spell, gain a Bonus Action. |
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Edge of Terror | Each strike fills target with a chilling dread that prevents it from regaining hit points. Undead creatures also get disadvantage on attack rolls |
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Heavy Hitter | Your weapons hits hard enough to send your target Reeling for 2 turns. |
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Fey Life | Makes it easier for the wearer to succed on Death Saving Throws |
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Hot Little Hands | When dealt fire damage, the target must make a Constitution save or be set alight. |
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Chilling Grace | When the wearer has 50% Hit Points or less, they have Fire Resistance |
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Aura of Protection | When the wearer heals a creature, it automatically disengages and won't trigger opportunity attacks. |
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Click Heels | Click the heels of your Boots of Speed to double your movement speed for the current turn. |
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Cleansing Touch | If the wearer heals a poisoned creature, it is no longer poisoned |
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Shelter | Forms a barrier around the wearer's tadpole - they cannot draw on its powers, but it can't grow stronger |
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Voice of the Circle | Grant an ally +2 bonus on Persuasion Checks |
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Burst of Speed | When the wearer has 50% Hit Points or less, their Movement Speed is increased by 3m. |
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Burning Fury | When dealing Fire damage, the wearer deals an additional 1 Fire damage. |
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Tyrant Tongue |
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Grant an ally a +2 bonus on Intimidation Checks. |
Searing Smite | Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage every turn, until it succeds on a Constitution saving throw. |
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Splinters of a Giant's Might | Increases Strength score to 15. |
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Mystra's Blessing | Bless grants an assitional 1d4 to saving throws and normal attacks, and an additional 2d4 to spells using attack rolls. |
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BOOOAL's Benediction | Advantage on Attack Rolls againts Bleeding targets. |
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Break the Unbroken | Adds an additional 1d8 Slashing to targets that still have all their hit points. |
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Poison Trails | When the wearer casts a spell that deals Poison damage, it deals an additional 1d4 Poison. |
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Spider Step | Immune to being Enwebbed. |
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Nature's Vengeance | When the wearer stands in certain surfaces (such as fire) and deals damage, the target also suffers the surface's effects. |
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Writhing Dance | When the wearer has 50% Hit Points or less, they don't provoke Opportunity Attacks |
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Psychic Missiles | When the wearer casts Magic Missile, each dart of force deals an additional 1d4 Psychic. | |
Saviour's Allure | When the wearer heals another creature, it is pulled 2m towards them. | |
Blessed Mercy | When the wearer heals a creature, it also receives a 1d4 bonus to attack rolls and saving throws. | |
Heart of Ice | When you cast a spell or Cantrip on an enemy, inflict Frostbite for 1 turn. | |
Spark Blocker | The wearer can't be Electrocuted. | |
Frantic Urgency | During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Momentum for 1 turn. | |
Remedial Rhymes | When you inspire an ally using Bardic Inspiration, you gain 4 temporary hit points. | |
Swift Strides | When the wearer Dashes or takes a similar action during combat, they gain Momentum for 3 turns. | |
Electrifi Water | When the wearer stands in water during combat, it becomes electrified. | |
Watersparks | If the wearer stars their turn on an electrified surface, they gain 3 Lightning Charges. | |
Lifecharger | When the wearer gains LIghtning Charges, they also gain 3 Temporary Hit Points | |
Smooth Start | At the start of combat, the wearer gains Momentum for 3 turns. | |
Soothing Songs | When you inspire an ally using Bardic Inspiration, they also regain 1d6 hit points. | |
Running Jump | Once per turn, after the wearer Dashes or takes a similar action, they can Jump without using a Bonus Action | |
Ever Vigilant | When the wearer chooses to End their Rage, they gain 15 Temporary Hit Points. | |
Charged Lightning | The wearer has +1 to Strength and Dexterity Checks, as long as they have Lightning Charges. | |
Last Stand | During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Wrath for 1 turn. | |
Sparkswall Armour | The wearer has +1 to Armour Class and Saving Throws as long as they have Lightning Charges | |
Sprint | Once per turn, the wearer can reduce the duration of their Momentum by 1 turn to Sprint. | |
Momentum | Spurred on by sense of urgency. Movement Speed increased by 3m Removed when Restrained, Incapacitated, Prone or Slowed down. |
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Lightning Charges | Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage. If you gaun 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8 Lightning damage. You lose 1 charge per turn. |
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Opportunity Attacks | An automatic attack against an enemy moving out of reach. |
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Countershock | When the wearer takes damage while having Lightning Charges, the atacker must succed a Dexterity Saving Throw or become Shocked. |
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Wrath | Adrenaline courses through your veins. You have a +1 bonus to melee damage. |
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Weeping | Suffused with the cries of dead souls. Deals an additional 1d4 Psychic damage. |
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Psychic Vengeance (Only in EA) | When the wielder has 50% Hit Points or less, they deal an additional 1d4 Psychic damage. |
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Deathly Slumber | Deals an additional 1d4 Necrotic Damage to creatures that are Knocked Out or Sleeping. |
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Darkvision |
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Can see in the dark up to 12m. |
Demonspirit Aura | The wearer's summoned creatures have resistance to all damage except Psychic damage. At the start of the summoned creatures turn, it must succeed a Wisdom saving throw or be driven Mad. |
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Githborn Psionic Weapon | When wielded by a Githyanki this weapon deals an additional 1d4 Psychic damage. |
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Heightened Necromancy | Creatures have Disadvantage on Saving throws against your necromancy spells. |
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Life Essence Harvest | When the wielder kills a hostile creature with a spell, they greedily absorb its energy and gain Life Essence until their next Long Rest. |