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.
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.
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.
All Armor in Baldur's Gate 3
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 |
Quality |
Effects |
---|---|---|---|---|---|
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Helmet | N/A | N/A | Uncommon | Nature +1 |
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Helmet | N/A | N/A | Common | N/A |
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Helmet | N/A | N/A | Rare | ![]() Level 2 Evocation SPell |
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Helmet | N/A | Medium Armor Proficiency | Common | Attackers can't land critical hits on the wearer. |
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Helmet | N/A | N/A | Common | N/A |
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Helmet | N/A | N/A | Uncommon | Nature +1 |
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Helmet | N/A | Light Armor Proficiency | Common | Dexterity Saving Throws +1 |
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Helmet | N/A | N/A | Uncommon | Increases the wearer's Intelligence score to 17 |
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Helmet | N/A | N/A | Rare | Increases the wearer's Intelligence score to 19 |
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Helmet | N/A | N/A | Common | Part of the Flock: Auntie Ethel welcomes you, dearie |
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Helmet | N/A | Light Armor Proficiency | Uncommon | ![]() Class Actions |
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Helmet | N/A | Light Armor Proficiency | Uncommon | Wisdom Saving Throw Proficiency |
Helmet of Smiting |
Helmet | N/A | Medium Armor Proficiency | Uncommon | Bolstering Smite: When you apply a condition with one of your Smite spells, you gain temporary hit points equal to your Charisma Modifier. Attackers can't land Critical Hit on the wearer. |
Reinforced Helmet |
Helmet | N/A | Heavy Armor Proficiency | Common | Protect against critical hits |
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Helmet | N/A | N/A | Uncommon | Crowning Glory: When healing another, the wearer regains 1d6 hit points. |
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Helmet | N/A | N/A | Uncommon | Fiery Return: When you deal Fire damage with a non-Cantrip spell, gain a Bonus Action. |
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Helmet | N/A | Light Armor Proficiency | Uncommon | Grit: When the wearer has 50% Hit Points or less, they have an additional Bonus Action. |
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Helmet | N/A | Heavy Armor Proficiency | Rare | Adamantine Backlash: When a melee attack hits you, the attacker is sent Reeling for 2 turns. Attackers can't land critical hits on the wearer. |
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Helmet | N/A | Light Armour Proficiency | Uncommon | Intimidation +1 |
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Helmet | N/A | N/A | Common | N/A |
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Helmet | N/A | Medium Armor Proficiency | Uncommon | Swathed in Shadow. While Obscured by shadow, the wearer gains +1 to Saving Throws when attacked. Attackers can't land critical hits on the wearer. |
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Helmet | N/A | N/A | Common | |
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Helmet | N/A | Light Armor Proficiency | Rare | Grievous Retribution: When an enemy damages the wearer, the wearer gains Wrath for 1 turn. |
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Helmet | N/A | N/A | Uncommon | Lifecharger: When the wearer gains LIghtning Charges, they also gain 3 Temporary Hit Points. The temporary Hit Points disappear if the wearer runs out of Lightning Charges. |
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Helmet | N/A | Light Armor Proficiency | Rare | Smooth Start: At the start of combat, the wearer gains Momentum for 3 turns. |
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Helmet | N/A | N/A | Uncommon | Soothing Songs: When you inspire an ally using Bardic Inspiration, they also regain 1d6 hit points. |
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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 | Uncommon | Stealth +1 |
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Light Armor | 11 + Dexterity Modifier | Light Armor Proficiency | Common | N/A |
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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 |
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Light Armor | 11 + Dexterity Modifier | Light Armor Proficiency | Common | Disadvantage on Stealth rolls. |
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Light Armor | 1 + Dexterity Modifier | Light Armor Proficiency | Common | Disadvantage on Stealth rolls. |
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Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Common | N/A |
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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 | Very Rare | N/A |
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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 | Very Rare | Disadvantage on Stealth Rolls |
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Light Armor | 12 + Dexterity Modifier | Light Armor Proficiency | Uncommon | |
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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 | 11 + Dexterity Modifier | Light Armor Proficiency | Common | N/A |
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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 | 14 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | AC bonus from Dexterity limited to +2 |
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Medium Armor | 15 + 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 | 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 | 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 | 17 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Very Rare | 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 | 13 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | AC bonus from Dexterity limited to +2 |
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Medium Armor | 14 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Very Rare | 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 | 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 | 15 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Very 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 | 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 (Max 2) | Medium Armor Proficiency | Rare | Adamantine Backlash: When a melee attack hits you, the attacker is sent Reeling for 2 turns. Disadvantage on Stealth rolls. AC bonus from Dexterity limited to +2 |
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Medium Armor | 13 + Dexterity Modifier | Medium Armor Proficiency | Uncommon | Nightsinger's Reply |
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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 hte attacker. AC bonus from Dexterity limited to +2 |
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Medium Armor | 13 + Dexterity Modifier | 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 | Uncommon | AC bonus from Dexterity limited to +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 | 13 + Dexterity Modifier (Max 2) | Medium Armor Proficiency | Uncommon | Countershock: When the wearer takes damage while having Lightning Charges, the attacker must succed a Dexterity Saving Throw or become Shocked. 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 | 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 | 16 | Heavy Armor Proficiency | Common | 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 | 15 | Heavy Armor Proficiency | Uncommon | Disadvantage on Stealth rolls. No AC Bonus from Dexterity |
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Heavy Armor | 16 | Heavy Armor Proficiency | Very Rare | Disadvantage on Stealth rolls. No AC Bonus from Dexterity |
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Heavy Armour | 17 | Heavy Armor Proficiency | Rare | Intense Adamantine Backlash: When a melee attack hits you, the attacker is sent Reeling for 3 turns. |
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Heavy Armour | 17 | Heavy Armor Proficiency | Uncommon | No AC Bonus from Dexterity |
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Heavy Armour | 18 | Heavy Armor Proficiency | Very Rare | No AC Bonus from Dexterity |
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Heavy Armour | 17 | Heavy Armor Proficiency | Common | No AC Bonus from Dexterity |
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Heavy Armour | 18 | Heavy Armor Proficiency | Uncommon | No AC Bonus from Dexterity |
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Heavy Armour | 19 | Heavy Armor Proficiency | Very Rare | No AC Bonus from Dexterity |
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Heavy Armour | 18 | Heavy Armor Proficiency | Common | No AC Bonus from Dexterity |
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Heavy Armour | 19 | Heavy Armor Proficiency | Uncommon | No AC Bonus from Dexterity |
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Heavy Armour | 20 | Heavy Armor Proficiency | Very Rare | No AC Bonus from Dexterity |
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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 | Uncommon | Sparkswall Armour: The wearer has +1 to Armour Class and Saving Throws as long as they habe Lightning Charges. |
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Clothing | 10 + Dexterity Modifier | N/A | Rare | Last Stand: During combat, when the wearer starts their turn with 50% Hits Points or less, they gain Wrath for 1 Turn. |
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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 |
Gloves of Succour |
Gloves | N/A | N/A | Uncommon | Warding Hands: When you use Lay on Hands on a target with 50% or less of its hit points left, you also grant it Resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks. Strength Saving Throws +1 |
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Gloves | N/A | N/A | Uncommon | Chilling Grace: When the wearer has 50% Hit Points or less, they have Fire Resistance. |
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Gloves | N/A | N/A | Uncommon | Hot Little Hands: When the wearer deals Fire Damage, the target has to succeed a Constitution Saving Throw or start Burning. |
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Gloves | N/A | N/A | Uncommon | Absolute Bane |
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Gloves | N/A | N/A | Uncommon | Cleansing Touch: If the wearer heals a Poisoned creature, it is no longer Poisoned. |
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Gloves | N/A | Medium Armor Proficiency | Uncommon | Helm's Protection: When you heal another creature, it gains resistance against Bludgeoning, Piercing and Slashing damage dealt by weapon attacks. Strength Saving Throws +1 |
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Gloves | N/A | Medium Armor Proficiency | Common | Strength Saving Throws +1 |
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Gloves | N/A | N/A | Common | N/A |
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Gloves | N/A | N/A | Common | N/A |
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Gloves | N/A | N/A | Uncommon |
Grants wearer ability to cast Hail of Thorns. |
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Gloves | N/A | N/A | Uncommon | Running Jump: Once per turn, after the wearer Dashes or takes a similar action, they can Jump without using a Bonus Action |
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Gloves | N/A | N/A | Uncommon | Ever Vigilant: When the wearer chooses to End their Rage, they gain 15 Temporary Hit Points. |
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Gloves | N/A | Medium Armor Proficiency | Uncommon | Charged Lightning: The wearer has +1 to Strength and Dexterity Checks, as long as they have Lightning Charges. Strength Saving Throws +1 |
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Boots | N/A | N/A | Common | N/A |
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Boots | N/A | N/A | Common | N/A |
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Boots | N/A | N/A | Common | Athletics +1 |
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Boots | N/A | N/A | Common | N/A |
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Boots | N/A | N/A | Uncommon | ![]() Level 1 Transmutation Spell |
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Boots | N/A | N/A | Rare | ![]() |
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Boots | N/A | N/A | Uncommon | Spider Step: Immune to being Enwebbed. |
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Boots | N/A | N/A | Rare | Night Walker: Can't be Enwebbed, Entangled, or Ensnared and can't slip on grease or ice. |
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Boots | N/A | N/A | Uncommon | The Comeback: When the wearer heals a target, it gains an additional 3 Temporary Hit Points. |
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Boots | N/A | N/A | Uncommon | Burst of Speed: WHen the wearer has 50% Hits Points or less, their Movement Speed is increased by 3m. |
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Boots | N/A | N/A | Rare | Adrenaline Rush: When the wearer Dashes or takes a similar action during combat, they gain Wrath for 3 turns. |
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Boots | N/A | N/A | Rare | Speedy Sparks: When the wearer dashes or takes a similar action during combat, they gain 3 Lightning Charges. Athletics +1 |
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Boots | N/A | N/A | Rare | 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. |
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Boots | N/A | N/A | Rare | Swift Strides: When the wearer Dashes or takes a similar action during combat, they gain Momentum for 3 turns. |
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Boots | N/A | N/A | Rare | ![]() Class Actions |
Boots of Striding |
Boots | N/A | N/A | Uncommon | Focused Stride: When you cast a spell that requires concentration, you gain Momentum. While you are concentrating, you cannot be pushed or get knocked Prone. Athletics +1 |
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Shield | Armour Class +2 | Shield Proficiency | Uncommon | ![]() |
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Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +2 | Shield Proficiency | Uncommon | Loving Protection: Once per Short Rest, if you are below 50% Hits Points and take damage, you gain 8 Temporary Hit Points. |
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Shield | Armour Class +2 | Shield Proficiency | Rare | Adamantine Shield (Equipment Feature): When a melee attack misses you, the attacker is sent Reeling for 1 turn. |
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Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
Wooden Shield |
Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
Spiked Shield |
Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
Broken Shield |
Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +2 | Shield Proficiency | Uncommon | N/A |
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Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +3 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +2 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +3 | Shield Proficiency | Common | N/A |
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Shield | Armour Class +3 | Shield Proficiency | Uncommon | ![]() Class ACtions |
- 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.
who is the genius that has added items that can't be obtained in the game yet? this wiki is garbage
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