Rings are a type of Accessories in Baldur's Gate 3. Rings can be equipped in their designated inventory slot and provide different bonuses for the character. Below you can find a list with all the Rings in Baldur's Gate 3.
All Rings in Baldur's Gate 3
BALDUR'S GATE 3 RINGS COMPARISON TABLE
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Quick Search of All Rings
Level 1 Evocation Spell
|Rare||After Death Do Us Part: When the wearer is Downed, they rise once more with half their hit points restored, but are gripped by Shadow Possession.|
|Rare||Illusion Qeuickening: After hitting a creature with a weapon attack, you can cast illusion or enchantment spells as a bonus action.|
|Uncommon||Personal Space: After shoving an enemy, the wearer gains a +1 to their Armour Class until their next turn.|
|Very Rare||Paralyzing Ray|
|Uncommon||Callous Glow: The wearer deals an additional 2 points of damage against creatures that are illuminated.|
|Uncommon||Malefic Excretion: Your weapon attacks also deal 2 Acid damage.|
|Uncommon||Arcane Radiance: When the wearer deals spell damage while illuminated by a light source, they also inflict Radiating Orb upon the target.|
|Rare||Movement Speed +3m.|
|Uncommon||Blind Immunity: The wearer cannot be Blinded.|
|Uncommon||Death Saving Throw +2|
|Rare||Invisibility: Touch a creature to turn Invisible.
Level 2 Illusion Spell
|Uncommon||Light: Infuse an object with an aura of light.|
Level 5 Enchatment Spell
|Very Rare||Executioner: When you kill a creature, your next Attack Roll will be a Critical Hit. Once spent, this effect refreshes after a Long Rest.|
Level 5 Enchantment Spell
|Uncommon||Absolute's Tempest: If the wearer bears the Absolute's Brand, they deal 1 additional Thunder damage.
Thunderwave: Release a wave of thunderous force. It deals 2d8 Thunder damage and pushed away creatures and objects.
Recharge Once per Short Rest
|Rare||Synergetic Cantrips: When you deal damage with a cantrip, you gain Arcane Energy for 2 turns.|
Level 1 Enchantment Spell
Level 3 Transmutation Spell
Elemental Infusion: When you deal Acid, Cold, Fire, Lightning, or Thunder damage using a spell or cantrip, that element infuses your weapon.
Until the end of your next turn, you deal an additional 1d4 damage of that element on your first successful weapon attack.
Dextrous Evasion: When you fail a Dexterity Saving Throw, you can use your reaction to succeed instead.
|Very Rare||Feywild Sparks: While your sorcerous Tides of Chaos feature is active, you will always trigger wild magic surge when casting spells.|
|Uncommon||Burning Fury: When dealing Fire damage, the wearer deals an additional 1 Fire damage.|
|Uncommon||Throwing Boost: The wearer gains a 1d4 bonus to throw damage.|
|Rare||Unwavering: You ignore the effects of Difficult Terrain, and cannot be Paralysed or Restrained.|
Level 1 Transmutation Spell
|Uncommon||Metal Inhibition: When a foe fails a Saving Throw against one of your spells or actions, they gain Mental Fatigue for 2 turns.|
|Rare||Shelter: You have Advantage on Saving Throws against Charned.|
|Rare||Resistance to Poison Damage|
|Rare||Armour Class +1
Saving Throw +1
|Rare||Shelter: Forms a barrier around the wearer's tadpole - they cannot draw on its powers, but it can't grow stronger|
|Very Rare||Combat Regeneration: At the beginning of your turn, the ring activates and heals you 1∼4 hit points.|
|Uncommon||Saviour's Allure: When the wearer heals another creature, it is pulled 2m towards them.|
|Uncommon||Saviour's Allure: You restore an additional 2 hit points every time you heal another creature.|
|Uncommon||Self Immolation action.|
|Uncommon||Pass Without Trace spell.|
|Uncommon||Spiteful Thunder: When the wearer deals Thunder damage to a Reverberating creature, it becomes Dazed unless it succeeds a Constitution Saving Throw.|
|Rare||Ring of Veracity: You gain an Advantage on Insight Checks.|
|Rare||Treader By Twilight: You gain a +1 bonus to Armour Class while obscured.|
|Rare||Risky Attack: You gain Advantage on Attack Rolls and receive Disadvantage on Saving Throws.|
Level 2 Illusion Spell
|Uncommon||Charisma Saving Throws +1
Wisdom Saving Throws -1
Level 2 Illusion Spell
|Uncommon||Shadowthief: The wearer's weapon and unarmed attacks deal an additional 1d4 damage against Lightly or Heavily Obscured creatures, and creatures made of shadow.|
|Uncommon||Shapeshifter's Boon: While shapeshifting or disguising yourself, gain a +1d4 bonus to all checks.|
|Uncommon||Snowburst: When the wearer deals Cold damage, they also create a 4.5m circle of ice around the target.|
|Uncommon||Frantic Urgency: During combat, when the wearer starts their turn with 50% Hit Points or less, they gain Momentum for 1 turn.|
|Uncommon||Strange Conduit: While concentrating on a spell, the wearers weapon attacks deal an additional 1∼4 Psychic damage.|
|Uncommon||Sunwalker's Gift: The wearer can see in the dark up to 12m.|
|Uncommon||Spark Blocker: The wearer can't be Electrocuted.
Resistance to Lightning damage.
|Uncommon||Blessed Mercy: When the wearer heals a creature, it also receives a 1d4 bonus to attack rolls and saving throws for 2 turns.|
|Rare||Beacon of Hope
Level 3 Abjuration Spell
|Rare||Fond Caress: One of a magical pair of rings, this allows the wearer to receive Warding Bond from a creature wearing the matching ring.|
|Rare||Intimate Embrace: One of a magical pair of rings, this allows the wearer to cast Warding Bond once per Long Rest on a creature wearing the matching ring.
Gentle Warding Bond
Level 2 Abjuration Spell
|Very Rare||The reward of quest Find Mystic Carrion's Servant if Thrumbo survives.|
Baldur's Gate 3 Rings Gallery