Armor in Baldur's Gate 3 features various sets and pieces that provide defenses and additional bonuses to the playable character. Armor grants defenses against various enemies and also provides with different fixed and random modifiers that affect the player stats. Armor pieces are usually obtained as rewards from completing quests, purchased from merchants, looted from various locations, or are dropped by enemies and bosses. This page will indicate a list of all the Armor Pieces in Baldur's Gate 3 which will include its description and values. You can find detailed information on its location and properties on each individual page linked below.
BG3 Encumbrance Mechanic
In Baldur's Gate 3, there is an Encumbrance Mechanic that has three different levels of severity. Players at maximum encumbrance can no longer perform certain actions. Always remember to manage your inventory accordingly.
At the first level, you are encumbered. Your Movement speed is reduced and your Jump distance is halved.
Baldur's Gate Equipment Features
Some Armor pieces contain Equipment Features, these provide passive effects to the wielder of the corresponding weapon. Some Equipment Features may provide effects useful for any character, but other Equipment Features only serve as a boost for a specific action or spell, and may not stack if a character equips two pieces of Equipment with the same Equipment Feature, so it is recommended to equip your party wisely. Also consider that some Weapons and Accessories may provide Equipment Features as well.
Legendary Armor
Legendary Armor are the rarest armor pieces in the game, usually dropped by special Bosses, found in secret places or obtained as reward for completing special Quests. Legendary Armor not only have powerful stats values, they usually have multiple effects granted to the wielder. Legendary Armor are not as overpowered to let you win all your battles with no effort, but they will make your playthrough much easier.
Baldur's Gate 3 Itemization Explained!
All Armor in Baldur's Gate 3
Baldur's Gate 3 Armor Comparison Table
You can search by Name, Rarity, Type, or Effect. Just type into the search box what you are looking for.
Quick Search of All Armor
Name |
Type |
AC |
Proficiency |
Rarity |
Effects |
---|---|---|---|---|---|
Vest of Soul Rejuvenation |
Clothing | 10 + Dexterity Modifier | -- | Very Rare | Defier‘s Rejuvenation: Whenever the wearer succeeds on a Saving Throw against a spell, they regain 1-4 hit points. Greater Kushigo Counter: The wearer can use a reaction to make an nnamred strike against any attacker that misses. Armour Class +2 |
The Graceful Cloth |
Clothing | 10 + Dexterity Modifier | -- | Rare | Cat's Grace: You gain Cat's Grace and increase your Dexterity score by 2, to a maximum 20. Nimble As a Cat: You gain a +1 bonus to Dexterity Saving Throws and also increase yourJump distance by 1.5m. |
Shelter of Athkatla |
Clothing | 10 + Dexterity Modifier | -- | Rare | Spell Resistance: You have Advantage on Saving Throws against spells. Mirror Image (Level 2 Illusion Spell) once per Long Rest. |
Simple Cloth |
Clothing | 10 + Dexterity Modifier | -- | Common | -- |
Robe |
Clothing | 10 + Dexterity Modifier | -- | Common | -- |
Robe of Exquisite Focus |
Clothing | 10 + Dexterity Modifier | -- | Rare | High Spellcasting: You gain a +1 bonus to Spell Save DC. |
Robe of Spell Resistance |
Clothing | 10 + Dexterity Modifier | -- | Rare | Saving Throw + 2 |
Robe of Supreme Defences |
Clothing | 10 + Dexterity Modifier | -- | Very Rare | Exquisite Focus: While concentrating, you add your Spellcasting Ability Modifier to your Saving Throws and gain a +1 bonus to Armour Class. |
Robe of the Weave |
Clothing | 10(+2) + Dexterity Modifier | -- | Very Rare | Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Weave Eater: Whenever the wearer succeeds a Saving Throw against a spell, they regain 1~6 hit points. Armour Class +2 |
Potent Robe |
Clothing | 10 + Dexterity Modifier | -- | Very Rare | Gregarious Caster: Your cantrips deal additional damage equal to your Charisma Modifier. Well-Liked and Well-Fortified: At the beginning of the wearer's turn, the robe activates, granting them temporary hit points equal to their Charisma Modifier. Armour Class +1 |
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Clothing | 10 + Dexterity Modifier | -- | Very Rare | Fire Shield: Warm (Level 4 Evocation Spell) Armour Class +1 Grants Resistance to Fire Damage |
Garb of The Land and Sky |
Clothing | 10 + Dexterity Modifier | -- | Rare | Mountainous Poise: While using Patient Defence, you also benefit from the effect of Blade Ward. Breezeswift Speed: While using Step of The Wind, your next Attack Roll has Advantage and deals an additional 1~8 Force Damage. Armour Class +1 |
Bonespike Garb |
Clothing | 10 + Dexterity Modifier | -- | Very Rare | Slabjaw Determination: You gain 15 temporary hit points whenever you Rage. Exoskeletal Endurance: Reduce all incoming damage by 2. When the wearer is struck by a melee attack, the attacker takes 2 Piercing damage. |
Drunken Cloth |
Clothing | 10 + Dexterity Modifier | -- | Rare | Snowy Liver: While Drunk you have Advantage on Constitution Saving Throws, and you gain temporary hit points equal to your Constitution Modifier at the start of your turn. |
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Clothing | 10 + Dexterity Modifier | N/A | Uncommon | Poison Trails: When the wearer casts a spell that deals Poison damage, it deals an additional 1d4 Poison Damage. |
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Clothing | 10 + Dexterity Modifier | N/A | Uncommon | Resistance to Cold Damage |
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Clothing | 10 + Dexterity Modifier | N/A | Common | N/A |
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Clothing | 10 + Dexterity Modifier | N/A | Common | N/A |
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Clothing | 10 + Dexterity Modifier | N/A | Rare | Sparkswall Armour: The wearer has +1 to Armour Class and Saving Throws as long as they have Lightning Charges. High Spell Casting: You gain +1 bonus to Spell Save DC. |
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Clothing | 10 + Dexterity Modifier | N/A | Uncommon | Grievous Retribution: When an enemy damages the wearer, they gain Wrath for 1 Turn. |
Bided Time |
Clothing | 10 + Dexterity Modifier | N/A | Uncommon | Time Thoroughly Bided: The wearer gains Arcane Charge whenever they are hit by a melee attack. |
Armour of Uninhibited Kushigo |
Clothing | 10 + Dexterity Modifier | N/A | Uncommon | Kushigo Counter: While Patient Defence is active; the wearer can use their Reaction to make an unarmed strike againts any attacker that misses. |
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Clothing | 10 + Dexterity Modifier | N/A | Common | N/A |
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Clothing | 10 + Dexterity Modifier | N/A | Common | N/A |
Obsidian Laced Robe |
Clothing | 10 + Dexterity Modifier | N/A | Rare | Flaming Revenge: On a successful Saving Throw against a foe's spell, deal 4-7 Fire damage to them. Grants Resistance to Fire damage. |
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Clothing | 10 + Dexterity Modifier | N/A | Rare | Bull's Strength: You gain Bull's Strength and increase your Strength score by 2, to a maximum 20. Unwavering Bull: You cannot be pushed against your will and you have an Advantage on saving throws against be Restrained. Bull Rush Action. |
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Clothing | 10 + Dexterity Modifier | N/A | Rare | Ruintamer Heart: While raging, the wearer generates 2 turns of wrath. Constitution +2 (up to 20) |
Icebite Robe |
Clothing | 10 + Dexterity Modifier | N/A | Rare | Grants Resistance to Cold damage. Armour of Agathys (Level 3 Abjuration Spell) |
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Clothing | 10 + Dexterity Modifier | N/A | Rare | Shar's Umbrae: While obscured, the wearer has Sharran Veil: Shield of Faith also grants you +2 bonus Armour Class: +1 |
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Clothing | 10 + Dexterity Modifier | N/A | Very Rare | Selûne's Protection: While the wearer has Mage Armour, each succesful Saving Throw causes the source of the Saving Throw to take 1~4 Radiant Damage. Advantage on Constitution Saving Throw Checks.
Saving Throw +1 |
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Clothing | 10 + Dexterity Modifier | N/A | Rare | Dauntless: You can't be Frightened, and cannot be afflicted with other emotion-altering conditions. Authority: You have Advantage on Intimidation Checks and Insight checks. Armour Class +1 |
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Clothing | 10 + Dexterity Modifier | N/A | Very Rare | Let the Undead Blanch with Fear!: Undead have Disadvantage on Attack Rolls against you, and you have Advantage on Saving Throws against their actions and Spells.
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Clothing | 10 + Dexterity Modifier | N/A | Very Rare | Temperature Adjustment: You have resistance to Fire and Cold Damage Watery Rejuvenation: If the wearer is standing in a water surface at the start of their turn, they heal 1~4 Hit Points.
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Torment Drinker Armour |
Light Armor | 13 + Dexterity Modifier | Light Armor Proficiency | Rare | Bolstering Critical: When scoring a Critical Hit or killing a hostile creature, wearer gains 15 temporary hit points. |
Penumbral Armour |
Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Rare | Stealthier: While obscured, the wearer gains a +3 bonus to Stealth Checks. |
Armour of Landfall |
Light Armor | 13 + Dexterity Modifier | Light Armor Proficiency | Very Rare | High Spellcasting: You gain a +1 bonus to Spell Save DC. Green Bed Regeneration: When starting your turn on Plant Growth Surface or Vine Surface regain 1d4 hit points. Advantage on Constitution Saving Throws Checks. Plant Growth (Level 3 Transmutation Spell) |
Bhaalist Armour |
Light Armor | 14 + Dexterity Modifier | Light Armor Proficiency | Very Rare | Aura Of Murder: Enemies within 2m become Vulnerable to Piercing damage, unless they are Resistant or ltnmune to it. Ambusher: Gain a +2 bonus to Initiative Rolls. |
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Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Common | N/A |
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Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Rare | Stealth +1 |
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Light Armor | 11 + Dexterity Modifier | Light Armor Proficiency | Common | |
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Light Armor | 11 + Dexterity Modifier | Light Armor Proficiency | Common | N/A |
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Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Uncommon | N/A |
Scarlet Leather Armour |
Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Uncommon | Stealthy: Gain a +1 bonus to Stealth Checks. |
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Light Armor | 11 + Dexterity Modifier | Light Armor Proficiency | Common | Disadvantage on Stealth rolls. |
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Light Armor | 11 + Dexterity Modifier | Light Armor Proficiency | Common | Disadvantage on Stealth rolls. |
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Light Armor | 13 + Dexterity Modifier | Light Armor Proficiency | Common | Superior Padding: You take 1 less Bludgeoning damage. |
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Light Armor | 13 + Dexterity Modifier | Light Armor Proficiency | Uncommon | N/A |
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Light Armor | 14 + Dexterity Modifier | Light Armor Proficiency | Rare | Superior Padding: You take 1 less Bludgeoning damage. Ambusher: Gain a +1 bonus to Initiative Rolls. |
Leather Armour +2 |
Light Armor | 13 + Dexterity Modifier | Light Armor Proficiency | Rare | Stealthy: Gain a +1 bonus to Stealth Checks. Balance: Gain a +1 bonus to Dexterity Saving Throws and Checks. |
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Light Armor | 14 + Dexterity Modifier | Light Armor Proficiency | Common | Disadvantage on Stealth Rolls |
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Light Armor | 11 + Dexterity Modifier | Light Armor Proficiency | Common | Disadvantage on Stealth Rolls |
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Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Uncommon | Disadvantage on Stealth Rolls |
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Light Armor | 13 + Dexterity Modifier | Light Armor Proficiency | Rare | Disadvantage on Stealth Rolls |
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Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Rare | Stealthy: Gain a +1 bonus to Stealth Checks. Advantage on Constitution Saving Throws Checks. |
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Light Armor | 11 + Dexterity Modifier | Light Armor Proficiency | Uncommon | Remedial Rhymes: When you inspire an ally using Bardic Inspiration, you gain 4 temporary hit points. |
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Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Rare | Shadeclinger: While obscured, the wearer has Advantage on Saving Throws. Stealth +1 |
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Light Armor | 13 + Dexterity Modifier | Light Armor Proficiency | Very Rare | Malefic Funghi: The wearer gains a +1 bonus to Spell Save DC and when dealing Necrotic damage, they deal an additional 1 Necrotic Damage. Spore Sacks: While imbued with Symbiotic Entity, you can spread Bibberbang Spores, Timmask Spores, and Haste Spores |
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Light Armor | 14 + Dexterity Modifier | Light Armor Proficiency | Very Rare | Ambusher: Gain a +2 bonus to Initiative Rolls Advantage on Stealth Checks
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Light Armor | 11 + Dexterity Modifier | Light Armor Proficiency | Very Rare | Lunar Bestial Vitality: You gain 22 temporary hit points after casting Wild Shape. While those temporary hit points are active reduce all incoming damage by 1. Lunar Bestial Fortitude: You have a +2 bonus to Armour Class. You have Advantage on Saving Throws against Spells. This effect persists while using your druidic Wild Shape ability. |
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Medium Armor | 16 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Very Rare | Magical Plate: All incoming damage is reduced by 1. Adamantine Backlash: When a melee attack hits you, the attacker is sent Reeling for 2 turns. |
Armour of Agility |
Medium Armor | 18 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Very Rare | Exotic Material: Add your Dexterity Modifier to your Armour Class. Additionally, this armour does not impose Disadvantage on Stealth Ability Checks. Saving Throw +2 |
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Medium Armor | 16 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Very Rare | AC bonus from Dexterity limited to +2 |
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Medium Armor | 15 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | Superior Material: You take 1 less Slashing damage. Balanced: Give +1 bonus to Dexterity saving throws and rolls. AC bonus from Dexterity limited to +2. |
Dark Justiciar Half-Plate |
Medium Armor | 16 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | Shar's Umbrae: While obscured, the wearer has Advantage on Stealth Checks. Shar's Protection: While the wearer has Shield of Faith active, reduce all incoming damage by 2 and reflect damage received back at the attacker, who takes 1~4 Necrotic damage. Advantage on Constitution Saving Throws Checks. Shar's Aegis (Level 1 Abjuration Spell) |
Flame Enamelled Armour |
Medium Armor | 16 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Very Rare | Seldom Caught Unawares: You gain a +2 bonus to Initiative Rolls. Endurance by Fire: You have Resistance to Fire damage and a +2 bonus to Saving Throws. Disadvantage on Stealth Checks. Fire Shield: Warm (Level 4 Evocation Spell) |
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Medium Armor | 17 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | Disadvantage on Stealth rolls. AC bonus from Dexterity limited to +2 |
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Medium Armor | 14 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | AC bonus from Dexterity limited to +2 |
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Medium Armor | 15 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Very Rare | Disadvantage on Stealth rolls. AC bonus from Dexterity limited to +2 |
Sharpened Snare Cuirass |
Medium Armor | 14 + Dexterity Modifier | Medium Armor Proficiency | Very Rare | Exotic Material: Add your Dexterity Modifier to your Armor Class. Sharpened Snare: Creatures have Disadvantage on Saving Throws when resisting your attacks and spells that inflict Restrained. |
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Medium Armor | 12 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | Forest Aegis: You are invested with the power of the meadows and woods of the land, and have the effect of Barskin, increasing your Armour Class to 16. Advantage on Constitution Saving Throws Checks. |
Elven Chain |
Medium Armor | 14 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | Elven Chain: You are considered Proficient with this armour while wearing it. Elven Agility: The wearer has a +2 bonus to Initiative Rolls and Advantage on Dexterity Saving Throws. |
Psionic Ward Armour |
Medium Armor | 15 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | Psionic Ward: If the item detects that the wearer is gith, they have Resistance to Psychic damage. Whenever the wearer succeeds on a Saving Throw against a spell, they regain 1~4 hit points. Disadvantage on Stealth Checks. |
Scale Mail +2 |
Medium Armor | 13 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | Superior Material: You take 1 less Slashing damage. Ambusher: Gain a +1 bonus to Initiative Rolls. Disadvantage on Stealth Checks. AC Bonus from Dexterity limited to +2 |
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Medium Armor | 13 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | Superior Material: You take 1 less Slashing damage. Countershock: When the wearer takes damage while having Lightning Charges, the attacker must succeed a Dexterity Saving Throw or become Shocked. |
Unwanted Masterwork Scalemail |
Medium Armor | 16 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Rare | Exotic Material: Add your Dexterity Modifier to your Armour Class. Additionally, this armour does not impose Disadvantage on Stealth Ability Checks. Grants Resistance to Fire damage. |
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Medium Armor | 15 + Dexterity Modifier | Medium Armor Proficiency | Rare | Exotic Material: Add your Dexterity Modifier to your Armour Class. Additionally, this armour does not impose Disadvantage on Stealth Ability Checks. Ambusher: Gain a +1 bonus to initiative rolls. |
Hedge Wanderer Armour |
Medium Armor | 13 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | Balance: Gain a +1 bonus to Dexterity Saving Throw and Checks. Nature +1. |
Luminous Armour |
Medium Armor | 15 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | Radiating Shockwave: When the wearer deals Radiant damage, they cause a Radiant Shockwave. Inflict Radiating Orb in a 3 m / 10 ft radius. |
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Medium Armor | 15 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | AC bonus from Dexterity limited to +2 |
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Medium Armor | 13 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | Sprint: Once per turn, the wearer can reduce the duration of their Momentum by 1 turn to Sprint. AC bonus from Dexterity limited to +2 |
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Medium Armor | 14 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | AC bonus from Dexterity limited to +2 |
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Medium Armor | 13 + Dexterity Modifier | Medium Armor Proficiency | Uncommon | Nightsinger's Reply: While Obscured by shadow, the wearer deals 1d4 Necrotic damage to attackers that hit them with a Melee Attack. |
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Medium Armor | 16 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | Disadvantage on Stealth rolls. AC bonus from Dexterity limited to +2 |
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Medium Armor | 13 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | AC bonus from Dexterity limited to +2 |
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Medium Armor | 13 + Dexterity Modifier | Medium Armor Proficiency | Uncommon | Piercing Counter: When the wearer has 50% Hit Points or less and is damaged by a melee attack, they deal 1d4 Piercing damage to the attacker. AC bonus from Dexterity limited to +2 |
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Medium Armor | 15 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | Disadvantage on Stealth rolls. AC bonus from Dexterity limited to +2 |
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Medium Armor | 14 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | Aura of Protection: When the wearer heals a creature, it automatically Disengages and wont' trigger Opportunity Attacks. AC bonus from Dexterity limited to +2 |
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Medium Armor | 13 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | Order of Nature: Undead creatures that hit the wearer receive 1d6 Radiant Damage. Beasts that hit the wearer deal an additional 1d6 Radiant Damage. AC bonus from Dexterity limited to +2 |
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Medium Armor | 14 + Dexterity Modifier | Medium Armor Proficiency | Common | AC bonus from Dexterity limited to +2 |
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Medium Armor | 13 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Common | AC bonus from Dexterity limited to +2 |
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Medium Armor | 15 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Common | Disadvantage on Stealth rolls. |
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Medium Armor | 15 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Common | Disadvantage on Stealth rolls. AC bonus from Dexterity limited to +2 |
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Medium Armor | 12 + Dexterity Modifier | Medium Armor Proficiency | Common | AC bonus from Dexterity limited to +2 |
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Medium Armor | 14 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Common | Disadvantage against Stealth rolls. AC bonus from Dexterity limited +2 |
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Medium Armor | 14 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Common | AC bonus from Dexterity limited to +2 |
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Medium Armor | 14 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Common | AC bonus from Dexterity limited to +2 |
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Heavy Armor | 21 | Heavy Armor Proficiency | Legendary | Helldusk Armour: You are considered Proficient with this armour while wearing it. Infernal Retribution: When you succeed a Saving Throw, the caster receives Burning for 3 turns. Prime Aegis of Fire: You have Resistance to Fire damage and cannot be Burned. You take 3 less damage from all sources. Disadvantage on Stealth Checks
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Heavy Armor | 18 | Heavy Armor Proficiency | Very Rare | Magical Plate: All incoming damage is reduced by 2. Intense Adamantine Backlash: When a melee attack hits you, the attack is sent Reeling for 3 turns. Attackers can't land Critical Hits on the wearer. Disadvantage on Stealth Checks |
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Heavy Armor | 19 | Heavy Armor Proficiency | Very Rare | Magical Plate: All incoming damage is reduced by 1 Advantage on Wisdom Saving Throws Checks. Disadvantage on Stealth Checks |
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Heavy Armor | 19 | Heavy Armor Proficiency | Very Rare | Magical Plate: All incoming damage is reduced by 2 Reaper's Rigidity: When activated, you can't be moved against your will by any spell or action, but have Disadvantage on Dexterity Saving Throws Disadvantage on Stealth Checks
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Emblazoned Plate of the Marshal |
Heavy Armor | 19 | Heavy Armor Proficiency | Very Rare | Magical Plate: All incoming damage is reduced by 2. Endurance by Fire: You have Resistance to Fire damage and a +2 bonus to Saving Throws. Can cast Fire Shield once per Long Rest. |
Armour of Persistence |
Heavy Armor | 20 | Heavy Armor Proficiency | Very Rare | Magical Plate: All incoming damage is reduced by 2. Legendary Persistence: You gain Resistance and Blade Ward. |
Armor of Devotion |
Heavy Armor | 18 | Heavy Armor Proficiency | Rare | Disadvantage on Stealth Checks Eternal Devotion |
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Heavy Armor | 18 | Heavy Armor Proficiency | Rare | Lesser Infernal Retribution: When you are hit by a foe within 2m, it might take 1d4 Fire damage. Superior Plate: You take 1 less Piercing damage. Disadvantage on Stealth checks. |
Cerebral Citadel Armour |
Heavy Armor | 18 | Heavy Armor Proficiency | Rare | Frightened Immunity: You can't be Frightened. Illithid Protection: If the wearer is infested by a mind flayer tadpole, they gain a +1 to Intelligence, Wisdom, and Charisma Saving Throws. Disadvantage on Stealth Checks |
Chain Mail +2 |
Heavy Armor | 18 | Heavy Armor Proficiency | Rare | Superior Material: You take 2 less Slashing Damage. Disadvantage on Stealth Checks |
Dwarven Splintmail |
Heavy Armor | 19 | Heavy Armor Proficiency | Rare | Superior Plate: You take 1 less Piercing Damage. Body Aid: Gain a +1 bonus to Strength Saving Throws and Checks. Constitution +2 (up to 20) Disadvantage on Stealth Checks |
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Heavy Armor | 18 | Heavy Armor Proficiency | Rare | Lesser Infernal Retribution: When you are hit by a foe within 2m, it might take 1~4 Fire Damage. Superior Plate: You take 1 less Piercing Damage. Disadvantage on Stealth Checks |
Plate Armour +2 |
Heavy Armor | 20 | Heavy Armor Proficiency | Rare | Exceptional Plate: You take 2 less damage Slashing, Piercing, and Bludgeoning sources. Disadvantage on Stealth Checks |
Ring Mail Armour +2 |
Heavy Armor | 16 | Heavy Armor Proficiency | Rare | Superior Material: You take 1 less Slashing Damage. Body Aid: Gain a +1 bonus to Strength Saving Throws and Checks. Disadvantage on Stealth Checks |
Rippling Force Mail |
Heavy Armor | 17 | Heavy Armor Proficiency | Rare | Force Absorption: Gain Force Conduit when taking Slashing, Piercing, or Bludgeoning damage. Disadvantage on Stealth Checks |
Splint Armour +2 |
Heavy Armor | 19 | Heavy Armor Proficiency | Rare | Superior Plate: You take 1 less Piercing Damage. Body Aid: Gain a +1 bonus to Strength Saving Throws and Checks. Disadvantage on Stealth Checks |
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Heavy Armor | 17 | Heavy Armor Proficiency | Uncommon | Superior Material: You take 1 less Slashing damage. Disadvantage on Stealth rolls |
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Heavy Armor | 18 | Heavy Armor Proficiency | Common | Disadvantage on Stealth rolls |
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Heavy Armor | 19 | Heavy Armor Proficiency | Uncommon | Superior Plate: You take 1 less damage from Slashing, Piercing and Bludgeoning sources. Disadvantage on Stealth rolls |
Protective Plate |
Heavy Armor | 18 | Heavy Armor Proficiency | Uncommon | Grants Resistance to Necrotic Damage. |
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Heavy Armor | 15 | Heavy Armor Proficiency | Uncommon | Disadvantage on Stealth rolls No AC Bonus from Dexterity |
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Heavy Armor | 18 | Heavy Armor Proficiency | Uncommon | Disadvantage on Stealth rolls No AC Bonus from Dexterity |
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Heavy Armor | 16 | Heavy Armor Proficiency | Common | Disadvantage on Stealth rolls No AC Bonus from Dexterity |
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Heavy Armor | 18 | Heavy Armor Proficiency | Common | Disadvantage on Stealth rolls No AC Bonus from Dexterity |
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Heavy Armor | 14 | Heavy Armor Proficiency | Common | Disadvantage on Stealth rolls No AC Bonus from Dexterity |
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Heavy Armor | 17 | Heavy Armor Proficiency | Common | Disadvantage on Stealth rolls No AC Bonus from Dexterity |
Baldur's Gate 3 Armor Gallery
- Anonymous
- Anonymous
Birthright hat +2 to charisma up to 22 available at sorcerous sundries, after nightsong quest completion possibly before.
- Anonymous
there's way too many pieces of armor I've already picked up that aren't even in this wiki, someone's gotta update this site
- Anonymous
Why can't you sort the items by their name, type, ac etc???
This wiki is so barebones.
- Anonymous
who is the genius that has added items that can't be obtained in the game yet? this wiki is garbage
- Anonymous
Slippery Chain Shirt -- AC 14 + (dex)
Pulled out of a bulette's gut, this chain mail shirt couldn't save it's previous owner. Although it may help the next.
The wearer of this item gains:
Aura of Protection
When the wearer heals a creature, it automatically disengages and won't trigger opportunity attacks.
Would be great if could also sort by act
5
+10
-1