Gloves in Baldur's Gate 3 are a type of armor that provides additional protection and various other bonus to your characters. Below you can find a list with all the Gloves in Baldur's Gate 3.
Baldur's Gate 3 Gloves
BALDUR'S GATE 3 GLOVES COMPARISON TABLE
You can search by Name, Rarity, or Effect. Just type into the search box what you are looking for.
Quick Search of All Gloves
Name |
Quality |
Proficiency |
Effects |
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Very Rare | N/A | Demonspirit Aura: The wearer's summoned creature has resistance to all damage except Psychic damage. At the start of the summoned creature's turn, it must succeed a Wisdom Saving Throw or be driven Mad. |
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Very Rare | N/A | Attack +1 Garrotte |
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Rare | N/A |
Strength Saving Throws +1 Attack +1 Inflict Wounds |
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Very Rare | N/A | Exoskeletal Reinforcement: Your attacks ignore Resistance to Slashing, Piercing, and Bludgeoning damage. |
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Rare | N/A | Become the Bulwark: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield. |
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Uncommon | N/A | Mental Interference: When you deal Psychic damage, you also inflict Mental Fatigue for 2 turns. |
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Rare | N/A | Illithid Euphoria: Charm or Frighten a creature to gain a 1d4 bonus to Attack Rolls and Saving Throws. Strength Saving Throws +1 |
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Rare | N/A | Protection From Missiles Level 2 Abjuration Spell |
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Rare | N/A | Craterous Wounds: Whenever you score a critical hit, deal an additional 1~6 Force Damage. Strength Saving Throws +1 |
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Rare | N/A | Doom Lobber: The wearer gains a +1 bonus to Spell Attack Rolls. Daredevil Proximity: Your Ranged Attacks are made as melee spell attacks when you are adjacent to a hostile creature. This effect can be toggled off. |
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Rare | N/A | 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. |
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Uncommon | N/A | Umbral Attack: Your weapon attacks deal an additional 1~4 Necrotic damage. Strength Saving Throws +1 |
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Rare | N/A | Umbral Attack: Your weapon attacks deal an additional 1~4 Necrotic damage. Strength Saving Throws +1 Can cast Beckoning Darkness as a 4th level spell using Strength as the Spellcasting Ability. |
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Rare | N/A | Arcane Critical |
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Common | N/A | N/A |
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Common | N/A | N/A |
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Rare | N/A | Lesser Infernal Touch: Your weapon attacks deal an additional 1d4 Fire damage. Your unarmed attacks deal an additional 1d4 Necrotic damage, and can possibly inflict Bleeding. Strength Saving Throws +1 |
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Uncommon | N/A | 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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Very Rare | N/A | Enervating Suffusion: Your unarmed attacks deal an additional 1~4 Force Damage. High Spellcasting: You gain a +1 bonus to Spell Save DC. Command |
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Very Rare | N/A | Increases the wearer's Strength to 23. Strength Saving Throws +1 |
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Rare | Medium Armor Proficiency | Surge Accuracy: When you use Action Surge, gain a +1d4 bonus to Attack Rolls for the rest of your turn. Strength Saving Throws +1 |
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Very Rare | Medium Armor Proficiency | Heightened Manoeuvres: Targets have Disadvantage on Saving Throws against your manoeuvre and weapon actions. Attack +1 |
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Very Rare | N/A | Adroit Caster: Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice. |
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Common | Medium Armor Proficiency | Strength Saving Throws +1 |
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Uncommon | N/A | Corelon's Guiding Hand: You gain Proficiency with longbows and shortbows. In addition, your ranged weapon attacks deal an additional 2 damage. |
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Uncommon | N/A | Baneful Strike: Whenever you deal damage with a weapon attack, the target receives a -1d4 penalty to its Saving Throw against your next spell. |
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Rare | N/A | Battlemage's Power: When a weapon attack roll inflicts a condition, the wielder gains Arcane Acuity. Strength Saving Throws +1 |
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Uncommon | N/A | Thunderous Conversion: When the wearer deals Thunder Damage, Lightning Damage, or Radiant Damage, inflict 2 turns of Reverberation upon the target(s). |
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Rare | N/A | Dragonfire Fists: Your unarmed attacks deal an additional 1~4 Fire Damage. Scorching Ray |
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Rare | N/A | Crushing Blows: The wearer gains a +1 bonus to unarmed Attack Rolls and their unarmed attacks deal an additional 2 Bludgeoning damage. |
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Very Rare | N/A | Increases the wearer's Dexterity score to 18. (No effect if your DEX is higher than 18.) Attack Rolls +1 |
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Uncommon | N/A | Chilling Grace: When the wearer has 50% Hit Points or less, they have Fire Resistance. |
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Uncommon | N/A | 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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Uncommon | N/A | Hail of Thorns |
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Uncommon | N/A | Warding Hands: When you use your Channel Oath spells, you gain Heroism. Strength Saving Throws +1 |
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Rare | N/A | Missile Snaring: You can intercept missiles from ranged weapon attacks, reducing their damage by 1d10 + your Dexterity Modifier. |
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Uncommon | N/A | Absolute Bane: Creatures hit by an attack may receive a 1d4 penalty to attack rolls and saving throws. |
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Legendary | N/A | Soul Fist: Your unarmed attacks deal an additional 1~10 Force Damage. Soul Catching: Once per turn, on an unarmed hit, you regain 10 hit points. Alternatively, you may forego healing to gain Advantage on Attack Rolls and Saving Throws until the end of your next turn. Constitution +2 (up to 20) |
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Uncommon | Medium Armor Proficiency | 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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Uncommon | N/A | Advantage on Sleight of Hand checks. |
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Rare | N/A | Kushigo's Might: The wearer deals an additional 1d4 damage with Throw Attacks and attacks made with Improvised Weapons. |
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Rare | N/A | Strength Saving Throws +1 Circuitry Interface |
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Rare | N/A | Two-Weapon Fighting: When you make an attack with your off-hand weapon, you can add your ability modifier to the damage of the attack. |
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Rare | N/A | 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. |
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Uncommon | N/A | Underdog's Bravery: The wearer gains Advantage on melee attack rolls while surrounded by 2 or more foes. Strength Saving Throws +1 |
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Very Rare | N/A | Infernal Acuity: You gain a +1 bonus to Spell Attack Rolls and Spell Save DC. Infernal Touch: Your weapon attacks deal an additional 1~6 Fire Damage. Your unarmed attacks deal an additional 1~6 Necrotic Damage, and can possibly inflict Bleeding. Strength Saving Throws +1 Rays of Fire |
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Uncommon | Medium Armor Proficiency | 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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Uncommon | N/A | Cleansing Touch: If the wearer heals a Poisoned creature, it is no longer Poisoned. |
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Very Rare | N/A | Quickened Mage Hand: You can cast Mage Hand as a bonus action. Strength Saving Throws +1 Telekinesis |
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Uncommon | N/A | Ichorous Corrosion: When the wearer deals Acid damage, they also inflict Noxious Fumes upon the target(s). |
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Rare | N/A | Defy Villainy: When the wearer becomes Blinded, Paralysed, or Poisoned, they automatically cast Lesser Restoration on themselves. Saving Throw +1 |
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Uncommon | N/A | Knock |
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Common | N/A | N/A |
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Very Rare | Medium Armor Proficiency | Arming Enhancement: Gain a +2 bonus to attack and damage rolls with weapons. Strength Saving Throws +1 |
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Uncommon | N/A | Radiating Orb Gloves: When the wearer deals Radiant damage, receieve 1 turn of Radiating Orb. Strength Saving Throws +1 |
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Rare | N/A | Martial Exertion - Push past your physical limits, taking 6~36 Piercing damage to gain an additional attack and double your movement speed Lasts 1 Turn: Short Rest to recover |
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Common | Medium Armor Proficiency | Strength Saving Throws +1 |
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Very Rare | N/A | Enervating Suffusion: Your unarmed attacks deal an additional 1~4 Force Damage. High Spellcasting: You gain a +1 bonus to Spell Save DC. Command |
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Rare | N/A | Nimblefinger: Gnomes are granted +2 to Dexterity. Halflings and Dwaves gain +1 Dexterity. |
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Uncommon | N/A | Strength Saving Throws +1 |
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Very Rare | N/A | Ensnaring Strands Pulling Web Web |
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Rare | N/A | Envenom: Whenever you deal Poison damage, the target needs to succeed a Constitution Saving Throw or become Poisoned. |
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Very Rare | N/A | Quickspell Flinger: Cantrips that cost an action cost a bonus action instead. This effect can be used once per Short Rest. |
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Rare | N/A | Summon Quothe the Raven |
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Uncommon | N/A | Ever Vigilant: When the wearer chooses to End their Rage, they gain 15 Temporary Hit Points. |
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Rare | N/A | Angelclocker Knuckles: Your unarmed attacks deal an additional 1~4 Radiant Damage. |
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Rare | N/A | Enervating Suffusion: Your unarmed attacks deal an additional 1~4 Force Damage. Fear |
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Rare | N/A | Chilling Strike: Your unarmed attacks deal an additional 1~4 Cold Damage. Ice Knife |
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Very Rare | N/A | 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. |
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Rare | N/A | Seeking Spell: When you make a spell Attack Roll, you can spend a Sorcery Point to gain Advantage. This costs 1 Sorcery Point per spell slot level. Cantrips cost 1 Sorcery Point. |
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Rare | N/A | Seldom Caught Unawares: You gain a +1 bonus to Initiative Rolls. Skullduggery Attack: Your Sneak Attack deals an additional 1~4 Force Damage. |
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Rare | N/A | Sword Mastery: You gain Proficiency with shortswords, longswords, and greatswords. In addition, you gain a +1 bonus to melee Attack Rolls. |
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Rare | N/A | Lightning Strikes: Your unarmed attacks deal an additional 1~4 Lightning Damage. |
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Very Rare | Medium Armor Proficiency | Aegis Palms: When you heal a creature, it gains the effect of Blade Ward. When you Revive a creature it gains the effect of Death Ward. Strength Saving Throws +1 Revivify |
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Rare | N/A | Conductive Strikes: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges. Effective Transmitter: While imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage. |
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Uncommon | N/A | Arcane Ashes: Whenever you deal Fire damage, you gain 2 turns of Heat. |
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Rare | N/A | Booming Blows: Your unarmed attacks deal an addtional 1~4 Thunder Damage. Thunderwave |
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Uncommon | N/A | Sleight of Hand +2 Adds a piece of Charcoal (Coal Bucket) to the wearer's inventory for each item they steal. After stealing 20 times, will inflict Burning condition to the player for 1 turn. |
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Rare | Medium Armor Proficiency | Attack +1 Strength Saving Throws +1 |
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Very Rare | Medium Armor Proficiency | Vampiric Touch |
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Rare | N/A | Attack +1 |
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Uncommon | N/A | Winter's Clutches: When the wearer deals Cold damage, inflict 2 turns of Encrusted with Frost upon the target(s). |
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Rare | N/A | Troubadour's Wonder: Your Armour Class increases by 1. In addition, if you have Bardic Inspiration, you gain 1 more use of it. |
Baldur's Gate 3 Gloves Gallery
Hellgloom Gloves
- Anonymous
These descriptions should just list the most up to date location and which act they are found in
- Anonymous
Are there any gauntlets and boots that match the regular plate armour?
- Anonymous
Anyone found the the Pale Widow Gloves yet ? They are on the list and in the game but I can't seem to find any information on where on how to get them the legit way
the logic behind items for monk its a bit strange its like 80% of their item its in act 3.
- Anonymous
- Anonymous
Seraphic Pugilist Gloves: Rare Gloves. Effect: Angelclocker Knuckles: Your Unarmed Attacks deal 1-4 Radiant Damage. Spell Ability: Guiding Bolt, Lvl 4: Once per Long Rest
Open Hand Temple, one of the 5 chests in the back Dormitory
- Anonymous
Missing Gloves of the Automaton (Rare) - Strength saving throws +1
Circuitry Interface (Class Action) - You are considered a construct. Your weapon Attack Rolls have Advantage, and you have resistance to Lightning damage.
Can be bought off of Barcus Wroot in Last Light Inn.
- Anonymous
Anyone know where to find the gloves of crushing? They're not on the list.
- Anonymous
Missing Gloves of the Duellist - +2 to attack rolls when wielding a one handed weapon and nothing in the off-hand.
- Anonymous
Ichorous Gloves- chest in The Waning Moon
when wearer deals acid damage, also inflict Noxious Fumes upon the target(s).
(Noxious Fumes - condition: Hostile creatures in a radius of 3m take 1~4 Acid damage)
Luminous gloves at x-51 y:11 Ruined battlefield in potters chest.
- Anonymous
Missing "The Sparkle Hands" Rare gloves. Conductive Strikes: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges. Effective Transmitter: While imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage. Found them in the hag swamp somewhere very south on the map after fighting some wood creatures not sure exactly where tho
- Anonymous
Missing Gloves of the balanced hands - Give dual wielder feat
- Anonymous
- Anonymous
- Anonymous
- Anonymous
Leather Gloves found at Goblin Camp on the ground near the vendor.
- Anonymous
Needs a column for which Act they are found in, so you can plan your early/mid-game build easier.
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