Shadow Magic Sorcerer Pure Build
Added 2025-05-07 17:48:03 +0000 UTCFor this build, race really does not matter, but I went with Drow Half-Elf in case I want to use Shields or Light Armour and for an extra free use of Darkness by Level 5. You also get Advantage against being Charmed and Immunity to magical sleep which is very nice.
One beauty about this build is that you only have one necessary Feat - Ability Improvement to cap Charisma at 20 by Level 4 or 5 (along with the Hag’s Hair). Since this is really the only Stat we need to buff and CON is already at 16 with Proficiency, you can take any Feat you’d like for the next two. You can try something new and have fun with it!
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Sorcerer
Subclass: Shadow Magic
- +2 Level 1 Spell Slots
- Eyes of the Dark
Superior Darkvision
Can see in the dark up to 24m
Prevents Disadvantage when attacking Creatures in dark up to 24m
- Strength of the Grave
After reaching 0 HP, regain 1 HP instead of becoming Downed
Once per Long Rest
Cantrips:
For the cantrips, you can choose between flavor or the basic elementals for a later synergy with the Hound of Ill Omen that will allow you to constantly regain Sorcery Points. My flavor choices definitely include Bone Chill and Bursting Sinew, but because this mechanic is so powerful, I have to recommend the basics of Fire Bolt, Ray of Frost, Shocking Grasp and Acid Splash or Poison Spray. We will later take Booming Blade for Thunder and whichever option you didn’t take first of Acid Splash or Poison Spray, covering all possible elements for the Omen mechanic.
- Fire Bolt
- Ray of Frost
- Shocking Grasp
1d8 Lightning Damage
Target cannot use Reactions
Advantage on targets with Metal Armour
Level 5 = 2d8
Level 10 = 3d8
- Acid Splash
Spells:
- Shield (Reaction)
When about to be hit, can use a Reaction to cast Shield
+5 AC
Immune to Magic Missile
Lasts until start of your next turn
- Magic Missile
1d4 + 1 Force Damage per Missile (3)
Can select multiple targets
Missiles always hit
+1 Missile per upcast
Race: Drow Half-Elf
9m Movement Speed
Medium Size
Civil Militia
Weapon Proficiency with Spears, Pikes, Halberds, Glaives, Light Armour, Shields
Darkvision
Can see in the dark up to 12m
Fey Ancestry
Immune to Sleep
Advantage on Saving Throws against Charmed
Drow Magic: Dancing Lights (Cantrip) (Concentration)
Uses Charisma
Illuminate a 9m Radius
Background: Any
Skills: Any
Stats:
STR = 8
DEX = 14
CON = 16
INT = 8
WIS = 10
CHA = 17
--------------------LEVEL 2--------------------
Sorcerer 2
- +1 Level 1 Spell Slot
- +2 Sorcery Points
- Create Spell Slot
Spend Sorcery Points to unlock a Spell Slot
- Create Sorcery Point
Spend Spell Slots to gain Sorcery Points
Metamagic:
- Twinned Spell
Target two creatures with a spell that otherwise targets one
- Extended Spell
Double the duration of a spell’s effects
Spell:
- Chromatic Orb
Cast an orb of a selected damage type to cast at enemies
3d8 Thunder Damage
2d8 Acid Damage + Acid Surface
2m for 2 turns
Reduces AC by 2
2d8 Cold Damage + Ice Surface
2m for 2 turns
Movement Speed halved
Chance to fall Prone
2d8 Fire Damage + Fire Surface
2m for 2 turns
Burning
Take 1d4 Fire Damage per turn
2d8 Lightning Damage + Electrified Surface
2m for 2 turns
Electrified
Take 1d4 Lightning Damage per turn
2d8 Poison Damage + Acid Surface
2m for 7 turns
Poisoned
Disadvantage on Attack Rolls and Abilities Checks
+1d8 per Upcast
--------------------LEVEL 3--------------------
Sorcerer 3
- +1 Level 1 Spell Slot
- +2 Level 2 Spell Slots
- +1 Sorcery Point
- Eyes of the Dark: Darkness (Concentration) (2 Sorcery Points)
- Darkness (Concentration)
Create 5m Area of Darkness
Creatures are Blinded
Ranged Attacks cannot penetrate Darkness
Immunity to Blinded negates effects
Unlocked at Character Level 4 & uses CHA
- Eyes of the Dark (Condition)
Can see normally in magical and non-magical Darkness up to 25m while concentrating on this version of Darkness
- Darkness (Concentration)
Create 5m Area of Darkness
Creatures are Blinded
Ranged Attacks cannot penetrate Darkness
Immunity to Blinded negates effects
Unlocked at Character Level 4 & uses CHA
- Drow Magic: Faerie Fire (Concentration) (Long Rest)
Uses Charisma
All targets within 6m area turn visible and Attack Rolls against them have Advantage
Metamagic:
- Quickened Spell (3 SP)
Can cast spells using your Bonus Action
Spell:
- Scorching Ray
2d12 Fire Damage per Ray (3)
+1 Ray per upcast
--------------------LEVEL 4--------------------
Sorcerer 4
- +1 Level 2 Spell Slot
- +1 Sorcery Point
Cantrip:
- Booming Blade, Acid Splash, or Poison Spray
Spell:
- Mirror Image (10 turns)
Create 3 Illusory duplicates of yourself that distract attackers
+3 AC per duplicate
When you evade an attack, 1 duplicate dissappears
Feat:
- Ability Improvement (+2 CHA)
--------------------LEVEL 5--------------------
Sorcerer 5
- +2 Level 3 Spell Slot
- +1 Sorcery Point
- Drow Magic: Darkness (Concentration) (Long Rest)
Uses Charisma
Create 5m Area of Darkness
Creatures are Blinded
Ranged Attacks cannot penetrate Darkness
Immunity to Blinded negates effects
Unlocked at Character Level 4 & uses CHA
Spell:
- Fireball
8d6 Fire Damage with 4m AoE
DEX Save to halve damage
+1d6 per upcast
--------------------LEVEL 6--------------------
Sorcerer 6
- +1 Level 3 Spell Slot
- +1 Sorcery Point
- Hound of Ill Omen
Use 3 Sorcery Points to summon Nimbus, a Shadow Mastiff
16 STR / 14 DEX / 13 CON / 5 INT / 12 WIS / 5 CHA
42 HP / 18 AC
Ominous Bite
3d6 Piercing Damage
Chance to inflict an Omen of Acid, Cold, Fire, Lightning, Thunder, or Poison
If affected entity is dealt 1 (Element) Damage, the owner regains 1 Sorcery Point
Umbral Tangle
2d6 Necrotic Damage (STR Save to halve)
Entangle an enemy for 3 turns
Cannot move
Attack Rolls against creature have Advantage
Creature has Disadvantage with Attack Rolls and DEX Saves
Splinter Shadow (Reaction)
When attacked by a Melee Attack that doesn’t deal Radiant Damage, splinter off a piece of yourself to spawn a new version
Right Behind You (Reaction)
Teleport to target of Sorcerer’s attack
1d12 + CHA Modifier Necrotic Damage
Spell:
- Lightning Bolt
8d6 Lightning Damage to all creatures in 30m Line
Targets take Half Damage on DEX Save
+1d6 per upcast
Note: If you want Haste at any point, go ahead and take it or replace your least-used spell.
--------------------LEVEL 7--------------------
Sorcerer 7
- +1 Level 4 Spell Slot
- +1 Sorcery Point
Spell:
- Ice Storm
2d8 Bludgeoning Damage + 4d6 Cold Damage in 6m Radius AoE
Creates Ice Area
+1d6 Bludgeoning per Upcast
--------------------LEVEL 8--------------------
Sorcerer 8
- +1 Level 4 Spell Slot
- +1 Sorcery Point
Spell:
- Blight
8d8 Necrotic Damage
Plants take maximum damage
Plants have Disadvantage on Saving Throw against it
Does not affect Undead or Constructs
+1d8 Necrotic Damage per upcast
Feat: Any
Spell Sniper (My choice)
Cantrip:
Eldritch Blast
Other Feats:
Alert
Dual Wielder (Refer to Part 2 of my Best Pure Builds in BG3 to see a Cold Sorcerer Dual Wielding Mourning Frost & Markoheshkir)
Elemental Adept
Magic Initiate: Warlock
War Caster
--------------------LEVEL 9--------------------
Sorcerer 9
- +1 Level 4 Spell Slot
- +1 Level 5 Spell Slot
- +1 Sorcery Point
Spell:
- Cone of Cold
8d8 Cold Damage in 9m Cone AoE
CON Save to halve damage taken
Creates Ice Area 9m Cone
Difficult terrain - movement speed is halved and creatures may fall Prone
Can't move or take Actions, Bonus Actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
Attacks against a Prone creature have Advantage if they're made within 3 m / 10 ft of the creature.
A Prone creature must spend half its Movement Speed to stand up.
A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
+1d8 per Upcast
(You can really take any spell, just bear in mind, most use Concentration and will take away your Darkness)
--------------------LEVEL 10--------------------
Sorcerer 10
- +1 Level 5 Spell Slot
- +1 Sorcery Point
Metamagic:
- Distant Spell
1 Sorcery Point
Increase Spell Range by 50%
Melee Spells up to 9m
Cantrip:
- Booming Blade, Acid Splash, or Poison Spray
Spell: Any
- Burning Hands (My choice)
3d6 Fire Damage in 5m Cone AoE
DEX Save to halve damage
+1d6 per upcast
--------------------LEVEL 11--------------------
Sorcerer 11
- +1 Level 6 Spell Slot
- +1 Sorcery Point
- Shadow Walk
Use a Bonus Action to teleport between shadows within 18m
Next spell benefits from Distant Spell
Spell:
- Disintegrate
10d6+40 Force Damage
--------------------LEVEL 12--------------------
Sorcerer 12
- +1 Sorcery Point
Spell: Any
- Chain Lightning (My choice)
10d8 Lightning Damage to Primary target then 3 enemies within 18m
Feat: Any
Elemental Adept: Fire (My choice)
Other Feats:
Alert
Dual Wielder (Refer to Part 2 of my Best Pure Builds in BG3 to see a Cold Sorcerer Dual Wielding Mourning Frost & Markoheshkir)
Magic Initiate: Warlock
Spell Sniper
War Caster
--------------------GEAR--------------------
Important Items:
- Hag’s Hair (+1 CHA)
-------ACT 1-------
Head:
- The Shadespell Circlet*
+1 Spell Save DC while Obscured
Location: Sold by Omeluum in Myconid Colony
- Haste Helm
At the start of combat, gain Momentum for 3 turns
Momentum
+1.5 Movement Speed
Location: Chest in Blighted Village near Waypoint
- Shadow of the Menzoberranzan
Light Armour
Shrouded in Shadow (Long Rest)
Become Invisible for 2 turns
Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75
------------------------------
Chest:
- Infernal Robe
Clothing
+1 AC
Resistance to Fire Damage
Fire Shield: Warm (Long Rest)
Location: After recruiting Wyll, you must find and kill Karlach. Mizora will reward Wyll with this robe when taking a long rest
- Spidersilk Armour*
Light Armour
12 AC + Dexterity Modifier
+1 Stealth Checks
Advantage on Constitution Saving Throws
Location: Worn by Minthara
------------------------------
Gloves:
- Abyss Beckoners*
Summoned creatures have Resistance to ALL Damage EXCEPT Psychic
At the start of summoned creature’s turn, it must succeed Wisdon Saving Throw or be driven Mad
Attacks the nearest creature
At the end of each turn, make a DC 13 Wisdom Saving Throw to remove the condition
Location: Zhentarim Basement
- Bracers of Defence
+2 AC while not wearing armour or holding a shield
Location: In the secret area of the Apothecary's Cellar beneath the Blighted Village. The bracers are located in a gilded chest X: -656 Y: -370
- Gloves of Belligerent Skies
When dealing Thunder, Lightning, or Radiant Damage, inflict 2 turns of Reverberation on the target
Location: Inside an elegant chest in the Inquisitor's Chamber of Crèche Y'llek, along the southern wall of the room, on the western side
- Gloves of Missile Snaring
Use a Reaction to reduce incoming Missile Damage from a Ranged Weapon Attack by 1d10 + DEX Modifier
Locaiton: These gloves are sold by Arron in the Druid Grove
- Winter’s Clutches
When dealing Cold damage, inflict 2 turns of Encrusted with Frost
Location: Quest reward for the Avenge Glut's Circle quest. Given by Glut once sovereign Spaw has been killed
Location: Sold by Lady Esther at Rosymorn Monastery Trail
Location: Act 3: Found on a counter behind a Lava Elemental and Water Elemental near the entrance to Sorcerous Sundries, alongside a Coldbrim Hat, Gold Wyrmling Staff, and various scrolls
------------------------------
Boots:
- Boots of Speed
Grants “Click Heels” which is a Bonus Action Dash
Location: Gnome in Myconid Colony
- Boots of Stormy Clamour
When you inflict a condition on a creature, also inflict 2 turns of Reverberation
Reverberation
Entity has a -1 penalty to STR, DEX, and CON Saving Throws per remaining turn
When the entity has 5 or more turns of this, it takes 1d4 Thunder Damage and has a chance to fall Prone (DC 10 CON Save)
Creatures Immune to Thunder cannot receive Reverberation
Location: Sold by Omeluum
- Cinder Shoes
Whenever you Burn an enemy, gain 2 turns of Heat
Location: Purchased from Blurg
- Disintegrating Night Walkers*
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Location: Dropped by Nere
------------------------------
Cloak:
- The Deathstalker Mantle*
Once per turn when you kill an enemy, become Invisible for 2 turns
Location: Given to The Dark Urge during Act 1 in a custscene
------------------------------
Amulet:
- Amulet of Misty Step
Misty Step (Short Rest)
Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8
- Moondrop Pendant
When below 50% HP, wearer does not provoke Opportunity Attacks
Location: In a chest in the Owlbear cave
- Necklace of Elemental Augmentation*
When your Cantrip deals Acid, Cold, Fire, Lightning, or Thunder Damage, deal Bonus Damage equal to Spellcasting Modifier
Location: Inside a display case in Inquisitor's chamber at X: 1379 Y: -662, Crèche Y'llek
- Pearl of Power Amulet
Pearlescent Restoration (Long Rest)
Restore a Level 3 Spell Slot or lower
Location: Purchased from Omeluum
- Psychic Spark*
Shoot an additional dart when casting Magic Missile
Magic Missile (Long Rest)
Location: Purchased from Blurg in Myconid Colony
------------------------------
Rings:
- Crusher’s Ring*
+3m Movement Speed
Location: Dropped by Crusher
- Ring of Protection*
+1 AC
+1 Saving Throws
Location: Reward for Steal the Sacred Idol
------------------------------
Shields:
- Adamantine Shield
+2 AC
When a melee attack misses you, the attacker is sent Reeling for 2 turns
-1 Attack Rolls for every turn remaining
Attackers can't land critical hits on the wearer
When a foe hits you with a melee attack, you can use your reaction, to knock it Prone unless they succeed a Dexterity saving throw
Location: Grymforge
- Safeguard Shield*
+2 AC
+1 Saving Throws
Location: Purchased from Dammon
------------------------------
Melee Weapons:
- Corellon’s Grace
1 Bonus to Unarmed Attack Rolls and Damage
+2 Saving Throws when not wearing Armour
Location: Purchased from Auntie Ethel in Emerald Grove
- Melf’s First Staff*
+1 Spell Save DC
+1 Spell Attack Rolls
Melf’s Acid Arrow (Long Rest)
Location: Purchased from Blurg
- Mourning Frost
+1 Enchantment
+1d4 Cold Damage
Ray of Frost (Cantrip)
+1 Cold Damage when dealing Cold Damage
When dealing Cold Damage, chance to Chill target
Location: Created by combining the components carried by the three Drow mages competing to discover the Adamantine Forge. They are found at various locations within the Underdark
------------------------------
Ranged Weapons:
- Bow of Awareness
+1 Enchantment
+1 Initiative
Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp
------------------------------
-------ACT 2-------
Head:
- Circle of Bones*
Cast Animate Dead once per long rest
Allied Undead within 6m have Resistance to Bludgeoning, Slashing, and Piercing Damage
Location: Balthazar
- Coldbrim Hat
Once per turn, any spell condition inflicted on a target also applies 2 turns of Encrusted with Frost
Location: Act Two:Found in a locked chest in a hidden room behind a bookcase in Balthazar's Chambers within Moonrise Towers.
Act Three:Found on a table by the Lava Elemental in Sorcerous Sundries.
- Hat of Fire Acuity**
When you deal Fire Damage, gain Arcane Acuity for 2 turns (stacks)
+1 Spell Attack Rolls for each remaining turn
+1 Spell Save DC for each remaining turn
Reduce the duration by 2 each time the entity takes damage
Maximum 10 turns
Location: Looted from the Strange Ox (Also in Act 3)
- Hat of Storm Scion’s Power
Whenever the wearer deals Thunder damage, gain Arcane Acuity
Arcane Acuity
+1 Spell Attack Rolls for each remaining turn
+1 Spell Save DC for each remaining turn
Duration reduced by 2 when entity takes damage
Max 10 turns
Location: Purchased from Araj in Moonrise Towers
- Covert Cowl
Number needed to roll a Critical Hit is reduced by 1 while Obscured
+1 Dexterity Saving Throws
Location: Carried by a Meenlock in the Cellar of Last Light Inn
------------------------------
Chest:
- Icebite Robe*
Resistance to Cold Damage
Armour of Agathys (Level 3) (Long Rest)
Location: Reithwin Graveyard
- Obsidian Laced Robe
Resistance to Fire Damage
On successful Saving Throw against a spell, deal 1d4 + Proficiency Bonus Fire Damage to caster
Location: Purchased from Quartermaster at Last Light Inn
- Potent Robe
10 AC + DEX Modifier
+1 AC
Cantrips deal additional damage equal to Charisma Modifier
At the start of each turn, gain HP equal to Charisma Modifier
Location: Rewarded by Alfira for successfully completing Rescue the Tieflings LOL
- Shadeclinger Armour
Light Armour
12 AC + Dexterity Modifier
Advantage on Saving Throws while Obscured
+1 Stealth
Location: Purchased at Last Light Inn
------------------------------
Gloves:
- Hr’a’cknir Bracers*
+1 STR Saving Throws
Can cast Mage Hand as a Bonus Action
Telekinesis (Short Rest)
Location: Looted from Ch'r'ai Tska'an in Reithwin Town near the bridge leading to the To Baldur's Gate waypoint
- Thermoarcanic Gloves
Whenever you deal Fire Damage, gain 2 turns of Heat
Location: Worn by Kansif at Cultist Camp or after the Harper Ambush in Ruined Battlefield
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of Protection*
+1 AC
+1 Saving Throw
Location: Purchase from trader at Last Light Inn
------------------------------
Amulet:
- Amulet of the Harpers*
Advantage on WIS Saving Throws
Shield (Long Rest)
Location: Bought from Quartermaster Talli at Last Light Inn
- Spellcrux Amulet
Spell Slot Restoration (Long Rest)
Replenish any Level Spell Slot as a Bonus Action
Location: Looted from The Warden in Moonrise Towers Prison X: 569 Y: -650
- Strange Tendril Amulet
Cast Evard’s Black Tentacles once per Long Rest
Location: Looted from a Wooden Chest X: 85 Y: -1007 inside a hidden room near the main entrance of the House of Healing Morgue
- Spineshudder Amulet
When you deal damage with a Ranged Spell Attack, inflict 2 turns of Reverberation
Location: Looted from the Mimic X: -171 Y: -195 in the bedroom on the upper floor of Moonrise Towers
------------------------------
Rings:
- Eversight Ring
Immune to Blind
Location: Looted from Opulent Chest in the House of Healing MorgueX: 9 Y: -981
- Ring of Exalted Marrow
Exhort the Risen (Long Rest)
Command an Undead
Halt
Stops moving and doesn’t take actions
Grovel
Goes prone
Flee
Runs from caster
Drop
Drops their weapon
Approach
Moves towards caster
Ghoulish Touch (Long Rest)
Attack and Paralyze a target for 2 turns
Cannot Paralyze Elves or Undead
Cannot move or take actions or reactions
Automatically fails STR and DEX Saving Throws
Attack Rolls against creature always succeed
Attacks within 3m are Critical Hits
Location: Moonrise Towers Rooftop
- Ring of Free Action
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
- Ring of Mental Inhibition
Inflict 2 turns of Mental Fatigue when a creatures fails a Saving Throw against your Spell or Action
-1 Penalty to WIS, INT, & CHA Saves for every turn remaining
With 5 or more turns remaining, when failing a WIS, INT, or CHA Save, take 1d4 Psychic Damage and remove all turns of Mental Fatigue
Max duration 7 turns
Location: Can be found inside a locked chest in the Ruined BattlefieldX: 76 Y: 40
- Ring of Twilight*
+1 AC while Obscured
Works while Wildshaped
Location: Chest in Ruined Battlefield X: -34 Y: -12
- Snowburst Ring
When the wearer deals Cold damage, they also create a 4.5 m / 15 ft circle of Ice around the target(s).
Location: Found tucked away inside a loose plank (Perception check required to spot), in the inn of the Last Light Inn X: -80 Y: 158
------------------------------
Shields:
- Absolute’s Protector
If the wielder bears the Absolute's Brand, all damage received from spells is reduced by 1
When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving throw
Fire Shield: Chill (Long Rest)
Location: Dropped by Z'rell in Moonrise Towers
- Justiciar’s Greatshield
+2 AC
Advantage on Perception Checks
Darkness Cloak (Short Rest)
Create Darkness Area for 2 turns in 2m Radius
Blinded
Can only make Ranged Attacks in 3m with Disadvantage
Attack Rolls against Blinded creatures have Advantage
Ranged Attacks cannot penetrate the Darkness
Attempt to Hide
Invisible to enemies
Advantage on Attack Rolls
Location: Lyrthindor
- Ketheric’s Shield*
+2 AC
+1 Spell Attack Rolls
+1 Spell Save DC
Advantage on DEX Saves
Location: Ketheric Thorm
- Sentinel Shield
Gain a +3 bonus to Initiative rolls and Advantage on Perception checks
When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving throw
Location: Sold by Lann Tarv in Moonrise Towers
- Shield of Devotion
+2 AC
+1 Level 1 Spell Slot
Aid (Level 3) (Long Rest)
Location: Last Light Inn Quatermaster
------------------------------
Melee Weapons:
- Incandescent Staff*
+1 Spell Attack Rolls
Fire Resistance
Fire Bolt (Cantrip)
1d10 Fire Damage
Level 5 = 2d10
Level 10 = 3d10
Fireball (Level 3) (Long Rest)
8d6 Fire Damage with 4m AoE
DEX Save to halve damage
+1d6 per upcast
Location: Quartermaster Tali
------------------------------
Ranged Weapons:
- Darkfire Shortbow*
Shortbow
+2 Enchantment
Resistance to Fire Damage
Resistance to Cold Damage
Haste (Long Rest)
Gain an extra action
Double movement speed
+2 AC
Advantage on Dexterity Saving Throws
When Haste ends, become Lethargic (lose a turn)
Location: Purchased from Dammon
------------------------------
-------ACT 3-------
Head:
- Birthright
+2 CHA (Up to 22)
Location: If Rolan is dead: Sold by Lorroakan's Projection in Sorcerous Sundries. If Rolan and Lorroakan are both alive: Sold by Rolan in Sorcerous Sundries. If Rolan is alive but Lorroakan is dead: Can be traded or pickpocketed from Rolan in Ramazith's Tower
- Helldusk Helmet
+2 Saving Throws against Spells
Immune to Critical Hits
Immune to Blinded
See in Darkness up to 12m
Immolating Gaze (Short Rest)
Frighten creature
+2d8 Fire Damage against Burning creatures
Location: Found in the House of Hope in a vault across from the entrance to the Boudoir. The player will need to pass a DC10 Wisdom check to activate the Inert Infernal Gem and then a DC20 Arcana check to use the Infernal Control Gem to open the door. The helmet will be located in the treasure pile X: -6482 Y: 2939
- Hood of the Weave
+2 Spell Attack Rolls
+2 Spell Save DC
Location: Sold by Mystic Carrion
- Mask of Soul Perception
+2 Attack Rolls
+2 Initiative
+2 Perception
Detect Thoughts (Short Rest)
Location: Found in a DC20 locked Gilded Chest X: -33 Y: 20 in Helsik's Room upstairs at the Devil's Fee in the Lower City
- Pyroquickness Hat*
When you deal Fire Damage with a non-cantrip spell, Burn yourself and gain an additional Bonus Action this round
Location: Vault of Elminster
- Helmet of Grit
+1 DEX Saving Throws
When the wearer has 50% or less HP, gain an additional Bonus Action
Location: Looted from chest in cursed room of Szarr Palace X: -1298 Y: 965
------------------------------
Chest:
- Robe of Supreme Defences
Clothing
10 AC + DEX Modifier
While Concentrating:
+1 AC
Add Spellcasting Modifier to Saving Throws
Location: Purchased from Ferg Drogher near Requisitioned Barn in Rivington
- Robe of the Weave
Clothing
10 AC + DEX Modifier
+2 AC
+1 Spell Attack Rolls
+1 Spell Save DC
Regain 1d6 HP when succeeding a Saving Throw against a spell
Location: Located inside a Globe of Invulnerability in Ramazith's Tower
- Elegant Studded Leather
14 AC + Full Dexterity Modifier
+2 Initiative
Advantage on Stealth Checks
Shield (Short Rest)
When you are about to be hit, use a Reaction to increase AC by 5
Take 0 damage from Magic Missile
Lasts until start of your next turn
Location: Looted from High Security Vault n°9
- Helldusk Armour*
Heavy Armour
21 AC
Considered Proficient with this armour while wearing it
When you succeed a Saving Throw, the caster receives Burning for 3 turns
Resistance to Fire
Immunity to Burning
-3 Damage from all sources
Fly
Location: Looted from Raphael
------------------------------
Gloves:
- Quickspell Gloves*
Can cast Cantrips as a Bonus Action once per Short Rest
Location: Rolan or Lorroakan’s Porjection in Act 3
------------------------------
Boots:
- Helldusk Boots*
Immune to Prone
Immune to Difficult Terrain
Can use Reaction to succeed a failed Saving Throw
Hellcrawler (Short Rest)
Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius
Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.
------------------------------
Cloak:
- Cloak of Displacement
Causes enemies Disadvantage on Attack Rolls against you until you take damage
Location: Sold by the trader Entharl Danthelon in Danthelon's Dancing Axe in Wyrm's Crossing
- Cloak of the Weave*
+1 Spell Attack Rolls
+1 Spell Save DC
Absorb Elements (Short Rest)
Take half damage from an elemental attack, and deal +1d6 Bonus Damage of that element on your next attack
Location: Sold by Helsik at the Devil's Fee once her special stock is unlocked
------------------------------
Amulet:
- Amulet of Elemental Torment
When you stand on a surface and cast a spell that deals damage, inflict the surface’s condition on the target
Location: Hope in House of Hope while fighting Raphael in the Foyer
- Amulet of Greater Health*
Set CON to 23
Advantage on CON Saving Throws
Location: House of Hope
- Spell Savant Amulet
Gain an additional Level 2 Spell Slot
Location: Vault 1 in the Counting House
------------------------------
Rings:
- Band of the Mystic Scoundrel
After hitting a creature with a Weapon Attack, can cast an Illusion or Enchantment Spells as a Bonus Action
Location: Looted from a backpack X: -1566 Y: -1522 in the Jungle
- Crypt Lord Ring
Cast Create Undead once per long rest (Level 6 Spell)
Location: Rewarded for completion of Find Mystic Carrion's Servant if Thrumbo survives
- Ring of Blink
Blink (Long Rest)
Location: Rewarded by stealing from or persuading the tressym, Tara, on the roof of the Open Hand Temple X: -45 Y: -5 in Rivington. No skill check is required if playing as Gale or if Gale is in the party
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Shields:
- Shield of Shielding*
+2 AC
Shield (Long Rest)
Location: Stormshore Tabernacle
- Shield of the Undevout
+2 AC
+1 Level 1 Spell Slot
Enemies have Disadvantage on Saves from your actions that inflict Fear
Location: That Which Guards
- Viconia’s Walking Fortress
+3 AC
Rebuke of the Mighty (Reaction)
When hit with a Melee Attack, deal 2d8 Force Damage and have a chance to knock them Prone
Advantage on Saving Throws against Spells
Spell Attack Rolls against wielder have Disadvatange
Reflective Shell (Short Rest)
Projectiles are reflected back to their origin
Warding Bond (Long Rest)
Resistant to all Damage
+1 AC
+1 Saving Throws
Each time target takes damage, spellcaster takes the same damage
Location: Viconia
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Melee Weapons:
- Markoheshkir*
+2 Enchantment
+1 Spell Save DC
+1 Spell Attack Rolls
Kereska’s Favor (Short Rest)
Allows caster to imbue themselves with an element and unlock resistances and spells associated with it
Arcane Battery
Next spell doesn’t use a spell slot
Location: Ramazith's Tower: Located inside a Globe of Invulnerability (Use See Invisibility to see the lever and disable the globe) X: 4970 Y: 705
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Ranged Weapons:
- Hellrider Longbow*
+3 Initiative
Advantage on Perception Checks
Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire
Location: Sold by Ferg in Rivington