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Death Domain Cleric Pure Build

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DESCRIPTION

This build guide will use One-Handed Weapon + Shield, but using a Two-Handed Weapon + Great Weapon Master can be extremely fun as well, though you will need to sacrifice a feat. Something to consider! I’ve also listed some Off-Hand melee weapons for those inclined!

Feats if NOT taking Hag’s Hair:

Ability Improvement - +2 Wisdom

Ability Improvement - +2 Wisdom

Ability Improvement - +2 Strength

Note: Following this guide, you will have 20 Strength, 22 Wisdom, & 14 Constitution. Constitution should be buffed with gear.

Feats if taking Hag’s Hair:

Ability Improvement - +2 Wisdom

Resilience: Constitution - +1 Constitution, +2,3,4 Constitution Saving Throws (Proficiency)

Ability Improvement - +2 Strength

Note: Following this guide, you will have 20 Strength, 20 Wisdom, & 16 Constitution with Proficiency (Bonus +2,3,4 Saving Throws)

Multiclass Options: (Off-top ideas)

Death Knight 1 - 8 Cleric / 2 Paladin / 2 Fighter

Death Knight 2 - 2 Cleric / 2 Paladin / 8 Eldritch Knight Fighter

Necromancer - 6 Cleric / 6 Spore Druid

-----CHARACTER CREATION & LEVEL 1-----

Starting Class: Cleric

 - +2 Level 1 Spell Slots

Subclass: Death Domain

- Proficiency with Martial Weapons

- Reaper

  • Necromancy Cantrips can target an additional creature

- Domain Cantrip: Toll the Dead

  • 1d12 Necrotic Damage if target is below full health

  • 1d8 Necrotic Damage if target is at full health

  • Level 5 = 2d12 Necrotic Damage if target is below full health, 2d8 Necrotic Damage if target is at full health

  • Level 10 = 3d12 Necrotic Damage if target is below full health, 3d8 Necrotic Damage if target is at full health

- Domain Spell: False Life

  • Gain 7 Temporary HP

  • +5 Temporary HP per upcast

- Domain Spell: Ray of Sickness

  •  2d8 Poison Damage

  • Chance to Poison Target

  • +1d8 per upcast

Cantrips:

- Bursting Sinew

  • Explode a corpse in a 3m radius

  • 1d10 Piercing Damage (DEX Save to Halve)

  • Level 5 = 2d10 Piercing Damage

  • Level 10 = 3d10 Piercing Damage

- Guidance (Concentration)

  • +1d4 Ability Checks

- Resistance (Concentration)

  • +1d4 Saving Throws

Race: Seldarine Drow

- Drow Weapon Proficiency

  • Proficiency with Rapiers, Shortswords, & Hand Crossbows

- Superior Darkvision

  • Can see in the dark up to 24m

- Fey Ancestry

  • Advantage on Charmed Saving Throws

  • Immune to Sleep

- Keen Senses

  • Proficiency in Perception

- Drow Magic: Dancing Lights (Concentration)

  • Illuminate a 9m Radius for 10 turns

Deity: Kelemvor

Background: Acolyte 

  • Insight & Religion Proficiency

Skills: 

  • History & Persuasion

Stats:

  • STR = 16

  • DEX = 12

  • CON = 14

  • INT = 8

  • WIS = 16

  • CHA = 8

--------------------LEVEL 2--------------------

Cleric 2

- +1 Level 1 Spell Slot

- +1 Channel Divinity Charge

- Turn Undead (Channel Divinity)

  • Turn Undead within 9m

  • Moves away from caster on turn

  • Can’t willingly move within 9m of caster

  • Can’t take Reactions

  • Can only Dash or escape from being prevented from moving

  • Ends upon taking damage

  • Level 5 = 4d6 Radiant Damage to Turned creatures

- Touch of Death (Channel Divinity)

  • When you hit a creature with a melee attack, you can use your Channel Divinity Charge to deal 5 + 2xCleric Level Necrotic Damage

--------------------LEVEL 3--------------------

Cleric 3

- +1 Level 1 Spell Slot

- +2 Level 2 Spell Slots

- Drow Magic: Faerie Fire (Long Rest)

  • All targets within 6m area turn visible and Attack Rolls against them have Advantage

  • Unlocked at Character Level 3 & uses CHA

- Domain Spell: Blindness

  • Blind a creature for 10 turns

  • Creature’s ranged attacks and spells have a range of 3m

  • Creature’s Attack Rolls have Disadvantage

  • Attack Rolls against creature have Advantage

  • +1 target per upcast

- Domain Spell: Ray of Enfeeblement (Concentration)

  • Weaken a foe; they deal half-damage with Weapon Attacks using STR

--------------------LEVEL 4--------------------

Cleric 4

- +1 Level 2 Spell Slot

Cantrip:

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

Feat:

- Ability Improvement

  • +2 Wisdom

  • Note: Alternatively, you can take Resilience: Constitution if opting to obtain the Hag’s Hair for a permanent +1 Bonus to Constitution.

--------------------LEVEL 5--------------------

Cleric 5

- +2 Level 3 Spell Slots

- Drow Magic: Darkness (Long Rest)

  • 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

- Destroy Undead

  • Turn Undead now deals 4d6 Radiant Damage to Turned creatures

- Domain Spell: Animate Dead

  • Animate a corpse as a servant while not in combat

  • Level 4 Upcast raises 3 minions instead of 1

  • Level 5 Updated raises a Ghoul or Flying Ghoul

- Domain Spell: Vampiric Touch (Concentration)

  • 3d6 Necrotic Damage

  • Can recast while concentration without expending spell slot

  • +1d6 Necrotic Damage per upcast

Note: Reminder to obtain the Hag’s Hair if you’ve opted to do so for a permanent +1 Bonus to Constitution. If obtaining this, you can take your 2nd or 3rd feat as Resilience: Constitution to gain Proficiency (+2,3,4 Saving Throws) & boost Constitution to 16 (Another +1 Saving Throw)

--------------------LEVEL 6--------------------

Cleric 6

- +1 Level 3 Spell Slot

- +1 Channel Divinity Charge

- Inescapable Destruction

  • Damage you deal ignores Necrotic Resistance

--------------------LEVEL 7--------------------

Cleric 7

- +1 Level 4 Spell Slot

- Domain 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

- Domain Spell: Death Ward

  • When a creature’s HP would be reduced to 0, instead remain conscious with 1 HP

--------------------LEVEL 8--------------------

Cleric 8

- +1 Level 4 Spell Slot

- Divine Strike: Necrotic

  • Once per turn, deal 1d8 Bonus Necrotic Damage when you make a melee attack 

Feat: Ability Improvement OR Resilience: Constitution

- Ability Improvement

  • +2 Wisdom

- Resilience: Constitution (if taken Hag’s Hair)

--------------------LEVEL 9--------------------

Cleric 9

- +1 Level 4 Spell Slot

- +1 Level 5 Spell Slot

- Domain Spell: Cloudkill

  • 5d8 Poison Damage

  • Create 6m Area of Cloudkill

  • 5d8 Poison Damage per turn

  • Heavily Obscured

  • Can reposition the cloud each turn

- Domain Spell: Contagion

  • Poison a target

  • Disease a target

  • Filth Fever

  • Flesh Rot

  • Slimy Doom

  • Seizure

  • Mindfire

  • Blinding Sickness

  • If the target passes 3 CON Saves, it recovers

  • If the target fails 3 CON Saves, it contracts the chosen disease

  • Target has Disadvantage on Attack Rolls and Checks

--------------------LEVEL 10--------------------

Cleric 10

- +1 Level 5 Spell Slot

- Divine Intervention (Once per playthrough)

  • Call upon your deity in your moment of greatest need. Once they interfere, your deity will never do so again in this manner

  • Sunder the Heretical

  • 8d10 Radiant Damage in 15m Radius to enemies

  • Opulent Revival

  • 18m Radius

  • Resurrect fallen companions with half their hit points, and restore all nearby allies as if they had Long Rested

  • Arm Thy Servant

  • Grants Devotee’s Mace

  • Mace

  • +3 Enchantment

  • +1d8 Radiant Damage

  • Healing Incense Aura (Bonus Action) (Long Rest)

  • You & Allies within 9m regain 1d4 HP at the start of each turn for 10 turns

  • Golden Generosity

  • Call upon your deity to provide you with a rich bounty of potions and Camp Supplies

Cantrip: Produce Flame OR Thaumaturgy

- Produce Flame

  • Conjure a flame in your hand

  • Shines light 9m Radius

  • 1d8 Fire Damage when thrown

  • Level 5 = 2d8 Fire Damage

  • Level 10 = 3d8 Fire Damage

- Thaumaturgy

  • Advantage on Intimidation Checks

--------------------LEVEL 11--------------------

Cleric 11

- +1 Level 6 Spell Slot

--------------------LEVEL 12--------------------

Cleric 12

Feat: Ability Improvement OR Resilience: Constitution

- Ability Improvement 

  • +2 Strength

- Resilience: Constitution (if taken Hag’s Hair & didn’t take this feat at Level 8)

--------------------GEAR--------------------

Important Items:

- Potion of Everlasting Vigour

  • +2 Strength (Permanent)

- Necromancy of Thay

  • Danse Macabre (Long Rest)

  • Summon 4 Ghouls to fight alongside you until Long Rest

  • 16 STR / 17 DEX / 10 CON / 11 INT / 10 WIS / 8 CHA

  • 20 HP 17 AC

  • Claws

  • 2d6 STR Modifier Slashing Damage

  • Paralyse the target for 2 turns on failed CON Save

  • Cannot move or take Actions, Bonus Actions, or Reactions

  • Attack Rolls against this creature automatically succeed

  • Attack Rolls within 3m are guaranteed Critical Hits

  • Automatically fails all STR & DEX Saves

  • Incapacitated

  • Elves & Undead cannot be paralysed

  • Death Burst

  • 6d6 Necrotic Damage in 3m Radius when Ghoul dies

  • Successful DEX Saves halve damage

  • Devour

  • Can only be used on Knocked Down, Prone, or Sleeping targets

  • 3d10 STR or DEX Modifier Slashing Damage

  • Heal the same amount as damage dealt

  • Tharchiate Codex: Blessing

  • Gain 20 Temporary HP after each Long Rest

  • Speak with Dead

  • Ritual 9m

  • Talk to a corpse

  • Undead, Skeletons, & Creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage cannot be spoken to

  • Can recast without expending Spell Slot until Long Rest

  • Forbidden Knowledge 

  • +1 Wisdom Saving Throws

  • +1 Ability Checks

  • Can be used for Mirror of Loss

- Mirror of Loss

  • +2 Wisdom (Permanent)

  • Can use Forgotten Knowledge to obtain stat buff

- Hag’s Hair (Optional)

  • +1 Constitution

  • Note: If obtaining this, you can take your 2nd or 3rd feat as Resilience: Constitution to gain Proficiency (+2 Saving Throws) & boost Constitution to 16 (Another +1 Saving Throw)

-------ACT 1-------

Head:

- Diadem of Arcane Synergy

  • When you inflict a condition, gain Arcane Synergy for 2 turns

  • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek

- 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:

- Spidersilk Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • +1 Stealth Checks

  • Advantage on Constitution Saving Throws

Location: Worn by Minthara

- Adamantine Scale Mail

  • Medium Armour

  • 16 AC

  • -1 All Incoming Damage

  • Immunity to Critical Hits

  • When hit with a Melee Attack, the attacker is sent Reeling for 3 turns

  • Reeling:

  • -1 Attack Rolls for every turn remaining

Location: Grymforge

- Dark Justiciar Mail

  • Medium Armour

  • 13 AC + 2 (DEX)

  • While obscured, deal 1d4 Necrotic Damage to attackers that hit you with a Melee Attack

Location: Looted from skeletons in Grymforge

------------------------------

Gloves:

- Abyss Beckoners

  • Summoned creatures have Resistance to ALL Damage EXCEPT Psychic

  • At the start of summoned creature’s turn, it must succeed Wisdmon 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

- Daredevil Gloves

  • +1 Spell Attack Rolls

  • Daredevil Proximity (Toggleable)

  • Ranged Spell Attacks can be made in Melee when adjacent to an enemy

Location: Sold by A'jak'nir Jeera at Crèche Y'llek

- Gloves of Baneful Striking

  • When you deal damage with a Weapon Attack, the target receives a -1d4 Penalty against your next spell’s Saving Throw

  • Applies to all Saving Throws, not just spells

Location: Purchased from Lady Esther at Rosymorn Monastery Trail

- Gloves of Dexterity

  • Set DEX to 18

  • +1 Attack Rolls

Location: Can be bought from A'jak'nir Jeera at Crèche Y'llek

- Gloves of Power

  • +1 Sleight of Hand

  • On a hit with a weapon attack, possibly inflict Absolute’s Bane on target if the wearer bears the Absolute’s Brand

  • -1d4 Attack Rolls

  • -1d4 Saving Throws

Location: Looted from the Goblin Boss Za'Krug in front of the Druid Grove.

- Gloves of the Growling Underdog

  • +1 Strength Saving Throws

  • Advantage on Melee Attack Rolls when surrounded by 2 or more foes

Location: Dror Ragzlin’s Treasure Chests

------------------------------

Boots:

- Boots of Genial Striding

  • Movement Speed is unimpeded by Difficult Terrain

Location: Purchased from Blurg in the Myconid Colony

- Boots of Speed

  • Grants “Click Heels” which is a Bonus Action Dash

Location: Gnome in Myconid Colony

- Disintegrating Night Walkers

  • Cannot be Enwebbed, Entangled, or Ensnared

  • Cannot slip on Grease or Ice

  • Misty Step (Short Rest)

Location: Dropped by Nere

- Boots of Striding

  • +1 Athletics

  • When you cast a spell that requires Concentration, gain Momentum for 2 turns

  • While you are concentrating, you cannot be pushed or knocked prone

Location: Minthara

- Vital Conduit Boots

  • When you cast a spell that requires Concentration, gain 8 Temp HP

  • +1 Athletics

Location: Can be bought or stolen from A'jak'nir Jeera

------------------------------

Cloak: N/A

- The Deathstalker Mantle (Dark Urge Only)

  • 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 Branding

  • Brand the Weak

  • Bludgeon the Weak

  • Target is Vulnerable to Bludgeoning Damage for 3 turns

  • Slash the Weak

  • Target is Vulnerable to Slashing Damage for 3 turns

  • Pierce the Weak*

  • Target is Vulnerable to Piercing Damage for 3 turns

Location: Looted from a Githyanki at Crèche Y'llek

- Broodmother’s Revenge

  • Whenever the wearer is healed, their weapon deals an additional 1d6 Poison Damage

Location: Looted from Kagha in Druid Grove AND/OR The High Hall in Act 3

- Pearl of Power Amulet

  • Pearlescent Restoration (Long Rest)

  • Restore a Level 3 Spell Slot or lower

Location: Purchased from Omeluum

- Periapt of Wound Closure

  • When Downed, automatically stabilise

  • Whenever healed, heal Max possible HP

Location: Purchased from Lady Esther at the Rosymorn Monastery Trail

- The Spectator Eyes

  • Ray of Fear (Long Rest)

  • Frightens the target for 2 turns

  • Cannot move

  • Disadvantage on Attack Rolls and Ability Checks

  • Wounding Ray (Long Rest)

  • 2d8 Necrotic Damage

  • CON Save for your Spell Save DC / On Save, target still takes half damage

Location: Looted from Spectator in Underdark

------------------------------

Rings:

- Caustic Band

  • +2 Acid Damage on Weapon Attacks

Location: Purchased from Derryth Bonecloak in the Myconid Colony

- Crusher’s Ring

  • +3m Movement Speed

Location: Dropped by Crusher

- Fetish of Callarduran Smoothhands

  • Invisibility (Long Rest)

Location: Found on one of the dead deep gnomes that a pair of duergar are throwing into the lake in Grymforge X: -610 Y: 408; If you talk to the Duergar you need to succeed a Perception and Deception or Sleight of Hand check before this item can be looted. Alternatively, you can murder the Duergar and loot it directly from one of the corpses

- Ring of Arcane Synergy

  • When you deal damage with a Cantrip, gain Arcane Synergy for 2 turns

  • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Can be looted from Gish Far'aag in Crèche Y'llek

- Ring of Protection

  • +1 AC

  • +1 Saving Throws

Location: Reward for Steal the Sacred Idol

- Strange Conduit Ring

  • +1d4 Psychic Damage on Weapon Attacks while Concentrating 

Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657

------------------------------

Shields:

- Absolute’s Warboard

  • +2 AC

  • +1 Saving Throws if Branded

  • Heroism (Long Rest)

Location: Dropped by Priestess Gut in the Shattered Sanctum portion of the Goblin Camp

- 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:

- Witchbreaker

  • Advantage on Attack Rolls against Concentrating creatures

Location: Sold by A'jak'nir Jeera at Crèche Y'llek

- Ritual Dagger (Off-Hand)

  • Dagger

  • On hit, gain +1d4 Attack Rolls & Saving Throws until the end of your next turn

  • Blood Sacrifice (Bonus Action)

  • Take 1d4 Slashing Damage

  • +1d4 Attack Rolls & Saving Throws for 1 turn

Location: On the table next to Abdirak in Shattered Sanctum

- Sussur Dagger (Off-Hand)

  • Dagger

  • +1 Enchantment

  • Silences target on hit for 2 turns

Location: Finish the Masterwork Weapon quest

- Worgfang (Off-Hand) (Strongly dislikes Goblins)

  • Dagger

  • Goblins have Disadvantage on Attack Rolls against wielder

Location: Worgfang can be looted from a pile of bones in one of the cells within the Worg Pens area of the Goblin Camp X: 386 Y: -17

- Defender Flail

  • +1 Enchantment

  • +1 AC

  • Reduce incoming Bludgeoning, Piercing, and Slashing damage by 1

Location: Can be bought from A'jak'nir Jeera in Crèche Y'llek

- Larethian’s Wrath

  • +1 Enchantment

  • Razor Gale (Short Rest)

  • Deal Damage to enemies in a 4m Cone AoE

  • Targets take Half-Damage on Miss

  • Unlike Cleave, does NOT have maximum number of targets

Location: Purchased at Crèche Y'llek

- Phalar Aluve

  • +1 Enchantment

  • +1 Performance

  • Sing (Short Rest)

  • All allies within 6m gain +1d4 Attack Rolls and Saving Throws

  • Shriek (Short Rest)

  • All enemies within 6m have -1d4 Saving Throws

  • Affected enemies receive +1d4 Thunder Damage

Location: Underdark

- Loviatar’s Scourge

  • Mace

  • +1d6 Necrotic Damage

  • Resistance to Necrotic Damage

  • Wielder takes 1d6 Necrotic Damage when landing a hit

Location: Abdirak

- Shattered Flail

  • Mace

  • +2 Enchantment

  • Heal 1d6 HP when hitting an enemy

  • Must continue to hit an enemy each turn or become Mad

  • Hostile to everyone

  • Doesn’t trigger other passives that react to healing

Location: Flind

- Xyanide

  • Mace

  • +1 Enchantment

  • Once per Short Rest, apply Faerie Fire for 2 turns on target when missing an attack

  • Attacks against this target have Advantage

  • Cannot become Invisible

Location: Minthara

- Sword of Screams

  • Rapier

  • +1d4 Psychic Damage

Location: Dropped by Nere

- Knife of the Undermountain King (Off-Hand)

  • Shortsword

  • +2 Enchantment

  • Number needed to roll a Critical Hit is reduced by 1

  • If you roll 2 damage or less, reroll and take the highest result

  • Advantage on Attack Rolls against Obscured targets

Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek

- Faithbreaker

  • +1 Enchantment

  • Absolute Power (Short Rest)

  • +1d6 Force Damage

  • Possibly pushes target back 5m

Location: Dropped by Dror Ragzlin

------------------------------

Ranged Weapons:

- Gandrel’s Aspiration

  • Advantage against Monstrosities

  • Works with Melee Attacks as long as this weapon is equipped

Location: Dropped from Gandrel 

- Spellthief

  • Longbow

  • Arcane Vehemence (Short Rest)

  • On Critical Hit, regain 1 Level 1 Spell Slot

Location: Bought from Arron in the Druid Grove

- Titanstring Bow

  • Longbow

  • +1 Enchantment

  • Deals additional Damage equal to STR Modifier

Location: This weapon can be purchased from the following traders: Brem in the Zhentarim Hideout after completing Find the Missing Shipment. Sometimes offered by Lann Tarv on the main floor of Moonrise Towers

- Bow of Awareness

  • +1 Enchantment

  • +1 Initiative

Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp

- Hunting Shortbow

  • +1 Enchantment

  • Advantage on Monstrosity Enemy types for ALL weapons equipped

  • Hunter’s Mark (Long Rest) (Concentration)

  • +1d6 Physical Damage to Weapon Attacks

  • Can recast without expending spell slots

Location: Purchased from Dammon

------------------------------

-------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

- Circlet of Mental Anguish

  • Regain 1d4 HP when an enemy fails a CHA, INT, or WIS Saving Throw against your spell or cantrip

Location: Can be looted from a skeleton in the Necrotic Laboratory of the Mind Flayer Colony X: 748 Y: -141

- Fistbreaker Helm

  • +1 Spell Save DC

  • +1 Initiative

Location: Sold by Lann Tarv at 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

- Helmet of Arcane Acuity

  • +1 DEX Saving Throws

  • When you deal damage with a Weapon Attack, 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: Mason’s Guild Basement

- Dark Justiciar Helmet

  • Medium Armour

  • Number needed to roll a Critical Hit is reduced by 1 while Obscured

  • +1 Constitution Saving Throws

  • +1 Saving Throws against Spells

Locations: Found inside a Gilded Chest in the Gauntlet of Shar X: -822 Y: -753

- Flawed Helldusk Helmet

  • +1 Constitution Saving Throws

  • +2 Saving Throws against Spells

Location: Obtained by giving Infernal Iron to Dammon

------------------------------

Chest:

- Dark Justiciar Half-Plate (Very Rare)

  • Medium Armour

  • 17 AC +2 (DEX)

  • While Obscured, Advantage on Stealth Checks

  • Advantage on Constitution Saving Throws

  • Reduce all incoming damage by 2 and reflect damage back at attacker who takes 1d4 Necrotic Damage while Shield of Faith is active

  • Shar’s Aegis (Shield of Faith) (Long Rest)

Location: Kill the Nightsong with Shadowheart

------------------------------

Gloves:

- Dark Justiciar Gauntlets (Uncommon)

  • Weapon Attacks +1d4 Necrotic Damage

  • +1 STR Saving Throws

Location: Found lying on a pile of boxes in the Gauntlet of Shar X: -660 Y: -760, near Yurgir

- Dark Justiciar Gauntlets (Rare)

  • +1d4 Necrotic Damage with Weapon Attacks

  • +1 Strength Saving Throws

  • Beckoning Darkness (Bonus Action)

  • Creatures is haunted by darkness for 2 turns

  • Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area

Location: Reward for killing the Nightsong in Nightsong's Prison with Shadowheart

- Gloves of Battlemage’s Power

  • +1 STR Saving Throws

  • When your Weapon Attack Roll inflicts a condition, gain Arcane Acuity (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: Last Light Inn Quartermaster

- Poisoner’s Gloves

  • Whenever you deal Poison Damage, the target must pass a CON Saving Throw or become Poisoned

Location: House of Healing X-199 Y: 78

------------------------------

Boots:

- Dark Justiciar Boots

  • +1 DEX Saving Throws

  • Shadow Teleportation (Short Rest)

  • Teleport between shadows

Location: Kill the Nightsong with Shadowheart

------------------------------

Cloak:

- Cloak of Protection

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

- Derivation Cloak

  • Heal 1d4 HP when you Poison a foe

Location: Looted from Balthazar’s Chambers in Moonrise Towers

- Fleshmelter Cloak

  • When hit with a melee attack, deal 1d4 Acid Damage to that creature

Location: Looted from a Gilded Chest X: 29 Y: -930 in the House of Healing Morgue

------------------------------

Amulet:

- 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

- Surgeon’s Subjugation Amulet

  • When you land a Critical Hit, you can Paralyze the target for 2 turns

Location: House of Healing

------------------------------

Rings:

- Eversight Ring

  • Immune to Blind

Location: Looted from Opulent Chest in the House of Healing MorgueX: 9 Y: -981

- Killer’s Sweetheart

  • When you kill a creature, can make your next attack a Critical

Location: Self-Same Trial in Gauntlet of Shar

- 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 Twilight

  • +1 AC while Obscured

  • Works while Wildshaped

Location: Chest in Ruined Battlefield X: -34 Y: -12

- Shadow Blade Ring

  • Shadow Blade (Short Rest) (Concentration)

  • Conjure a shortsword

  • Can be unequipped and equipped as long as it remains on the caster’s person

  • 2d8 Psychic Damage

  • Advantage against Obscured creatures

Location: Reward for Find Arabella’s Parents quest

- Shadow-Cloaked Ring

  • +1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow

Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear

- Shifting Corpus Ring

  • Invisibility (Long Rest)

  • Blur (Long Rest)

  • Enemies have Disadvantage on Attacks against you until you take damage

Location: Dropped by Flaming Fist Marcus at Last Light Inn

------------------------------

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:

- Ritual Dagger of Shar (Off-Hand)

  • Dagger

  • +1 Enchantment

  • +1d4 Necrotic Damage

Location: Sharran Sanctuary ritual altar in a hidden room X: 249 Y:-847

- Myrkulite Scourge

  • Flail

  • +1 Enchantment

  • +1d6 Necrotic Damage

Location: Carried by several Absolute Cultists in Moonrise Towers

- Blade of Opressed Souls

  • Longsword

  • +1 Enchantment

  • +1d4 Psychic Damage

  • Crowning Strike (Short Rest)

  • Melee 1.5m

  • Normal Weapon Damage + Proficiency Bonus Psychic Damage

  • Crown of Madness for 3 turns

  • Will attack nearest creature other than spellcaster

  • Can only target Humanoids

Location: Unlocked after Necrotic Laboratory Puzzle or end of game

- Cruel Sting

  • Longsword

  • +1 Enchantment

  • Ensnaring Strands (Short Rest)

  • 1d10+STR Modifier Slashing Damage

  • Enweb target (STR Save)

  • 10 turns

  • Cannot move

  • Disadvantage on Attack Rolls

  • Disadvantage on DEX Saves

  • Attack Rolls against this creature have Advantage

  • If wielded by a Drow, +1d4 Poison Damage against Restrained targets

Location: Kar’niss

- Infernal Rapier

  • +2 Enchantment

  • +1 Spell Save DC

  • Uses Spellcasting Ability Modifier for Attack Rolls instead of DEX

  • Planar Ally: Cambion (Long Rest)

Location: Potential reward during Wyll's companion quest, The Blade of Frontiers. Bring Wyll along when entering the Tadpoling Centre, free Zariel's asset, then pass a DC 14 Persuasion Check to successfully ask for a reward

- Justiciar’s Scimitar

  • +2 Echantment

  • When attacking with Advantage, chance to Blind target

  • Shadowsoaked Blow

  • Add Proficiency Bonus to damage of an attack

  • Deals bonus 1d6 Psychic Damage

  • Doesn’t break concealment

Location: Looted from Lyrthindor in the Gauntlet of Shar. Lyrthindor is involved in the quest Break Yurgir's Contract. He can be found at the foot of the large statue of Shar X: -713 Y: -732, though you must first speak with and follow the rats to this location in order to find him

- Thorn Blade

  • Scimitar

  • +1 Enchantment

  • +1d4 Poison Damage while Concentrating

  • Ensnaring Strike (Melee) (Concentration) (Long Rest)

  • 10 turns

  • Target takes +1d6 Piercing Damage per turn

  • Cannot move

  • Disadvantage on Attack Rolls

  • Disadvantage on DEX Saves

  • Attack Rolls against this creature have Advantage

Location: Purchased from Dammon

- Render of Mind and Body

  • Shortsword

  • +1 Enchantment

  • When Attacking with Advantage deal bonus 1d8 Psychic Damage

Location: Purchased at Moonrise Towers

- Slicing Shortsword

  • +1 Enchantment

  • When attacking with Advantage, inflict Bleeding

Location: Purchased from trader at Moonrise Towers

- Sword of Clutching Umbra

  • Shortsword

  • +1 Enchantment

  • Shadowsoaked Blow

  • Strike an enemy and add Proficiency Bonus to Damage

  • If Attack hits, deals +1d6 Psychic Damage

  • Does not break stealth

Location: Purchased from Dammon

- Sword of Life Stealing

  • +2 Enchantment

  • On Critical Hit, deal 10 Necrotic Damage and gain 10 Temporary HP

Location: Purchased from Dammon

- Shar’s Spear of Evening

  • +3 Enchantment

  • Blind Immunity

  • Shar’s Blessing

  • Advantage on Saving Throws while Obscured

  • Deal +1d6 Damage to Obscured creatures

  • Shar’s Darkness (Per Turn)

  • Cast Darkness as a Level 2 spell once per turn using a normal action

  • Edge of Darkness (Short Rest)

  • Create a cloud of Darkness while you attack

Location: Reward for convincing Shadowheart to kill the Nightsong

- Ketheric’s Warhammer

  • +1 Enchantment

  • +1d4 Psychic Damage

Location: Ketheric Thorm

------------------------------

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:

- 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

- Helm of Balduran

  • +1 AC

  • +1 Saving Throws

  • Regain 2 HP at the start of each turn

  • Immunity to Stunned

  • Immunity to Critical Hits

Location: The Dragon’s Sanctum

- Sarevok’s Horned Helmet

  • Medium Armour

  • Number needed to roll a Critical Hit is reduced by 1

  • Cannot be Frightened

  • Darkvision up to 3m or 15m if you already have it

Location: Sarevok

------------------------------

Chest:

- Armour of Agility

  • 17 AC + Full Dexterity Modifier

  • +2 Saving Throws

  • Does not impose Disadvantage on Stealth Checks

Location: Sold by Gloomy Fentonson at Stormshore Armoury

- Flame Enamelled Armour

  • 16 AC + 2 (DEX)

  • +2 Initiative

  • +2 Saving Throws

  • Fire Resistance

  • Fire Shield: Warm (Long Rest)

  • Disadvantage on Stealth Checks

Location: Can be found in a chest at Wyrm's Rock Fortress at X: -28 Y: 184

------------------------------

Gloves:

- Gauntlets of Hill Giant Strength

  • Increase STR to 23

  • +1 STR Saving Throws

Location: House of Hope

- Martial Exertion Gloves

  • Take 6d6 Piercing Damage

  • Double Movement Speed

  • Gain Additional Action

Location: Sold by Bumpnagel in Angleiron's Cellar (accessible via a cave entrance at X: 30 Y: 29 in Rivington)

- Quickspell Gloves

  • Can cast Cantrips as a Bonus Action once per Short Rest

Location: Rolan or Lorroakan’s Porjection in Act 3

- Unwanted Masterwork Gauntlets

  • +1 Attack Rolls

  • +1 STR Saving Throws

Location: Forge of the Nine

- Blackguard’s Gauntlets

  • Medium Armour

  • +1 Attack Rolls

  • +1 STR Saves

  • Inflict Wounds (Level 4) (Long Rest)

  • 4d10 Necrotic Damage

Location: That Which Watches

- Legacy of the Masters

  • +2 Attack Rolls

  • +2 Damage Rolls

  • +1 Strength Saving Throws

Location: Sold by Dammon at the Forge of the Nine, in the Lower City

- The Reviving Hands

  • +1 STR Saving Throws

  • Revivify (Long Rest)

  • When you heal a creature, it gains Blade Ward

  • When you Revive a creature, it gains Death Ward

Location: Stormshore Tabernacle 

------------------------------

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.

- Boots of Persistence

  • +1 Dexterity Saving Throws

  • Gain Permanent Longstrider

  • +3m Movement Speed

  • Gain Permanent Freedom of Movement

  • Movement Speed unimpeded by Difficult Terrain

  • Immune to Paralysed and Restrained

Location: Purchased from Dammon in Baldur’s Gate

------------------------------

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

- Nymph Cloak

  • Dominate Person (Long Rest)

Location: Looted from the High Security Vault n°1 in The Counting House in the Lower City of Baldur's Gate OR Sold by Ferg Drogher in Rivington. It is part of his special stock, which requires a Persuasion check to access

------------------------------

Amulet:

- Amulet of Greater Health

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Amulet of the Devout

  • +2 Spell Save DC

  • +1 Channel Divinity Charge per Long Rest

Location: Chest in Stormshore Tabernacle

- Spell Savant Amulet

  • Gain an additional Level 2 Spell Slot

Location: Vault 1 in the Counting House

------------------------------

Rings:

- 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 Regeneration

  • Regain 1d4 HP at the start of each turn

Location: Sorcerous Sundries or Ramazith’s Tower

- Burnished Ring

  • Paralyzing Ray (Long Rest) (Level 3)

  • Paralyze a target for 2 turns

Location: Dropped by a Spectator in House of Hope

------------------------------

Shields:

- 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

------------------------------

Melee Weapons:

- Bloodthirst (Off-Hand)

  • Dagger

  • +2 Enchantment

  • Bound Weapon

  • Number needed to roll a Critical Hit is reduced by 1

  • True Strike (Bonus Action) (Cantrip) (Short Rest)

  • Main Hand: On hit, target becomes Vulnerable to Piercing Damage

  • Off-Hand: When a creature misses you with a Melee Attack, gain True Strike

  • Off-Hand: +1 AC

Location: Reward for defeating Orin during Get Orin’s Netherstone

- Rhapsody (Off-Hand)

  • Dagger

  • +1 Enchantment

  • Scarlet Remittance

  • +1 Attack Rolls, Damage, and Spell Save DC for every foe you slay up to +3

  • Scarlet Saturation (Long Rest)

  • Consume +3 stack to make next attack a Critical Hit

  • Scarlet Stupor (Long Rest)

  • Consume +3 stack to give hostile creatures Disadvantage on Saving Throws against your spells

  • Scarlet Regeneration (Long Rest)

  • Consume +3 stack to regain 3d10 HP

  • Possibly inflict Bleeding when hitting a creature while Hiding or Invisible

Location: Dropped by Cazador

- Stillmaker (Off-Hand)

  • Dagger

  • +2 Enchantment

  • Hold Person (Long Rest) (Level 3)

Location: Found in a hole X: 67 Y: -1018 in the area underneath the Open Hand Temple. A successful DC5 Perception check is needed to spot it

- Flail of Ages

  • +1 Enchantment

  • Elemental Age (Long Rest)

Location: Stormshore Armoury

- Blackguard’s Sword

  • Longsword

  • +2 Enchantment

  • On a hit infused with one of your Smites, the target must succeed a Constitution saving throw or become Dazed

  • Has Disadvantage on Wisdom Saving throws, can't take Reactions, and loses the Dexterity bonus to their Armour Class.

Location: That Which Guards

- Handmaiden’s Mace

  • Mace

  • +2 Enchantment

  • +1d6 Poison Damage

  • Set STR to 18

  • Can Poison enemies on failed DC 12 CON Save

  • 2 turns

  • Disadvantage on Attack Rolls

  • Disadvantage on Ability Checks

Location: Viconia

- Infernal Mace

  • Mace

  • +2 Enchantment

  • +3 Poison Damage

  • Can Poison enemies on failed DC 12 CON Save

  • 2 turns

  • Disadvantage on Attack Rolls

  • Disadvantage on Ability Checks

Location: Carried by Black Gauntlets of Bane

- Hollow’s Staff

  • +1 Enchantment

  • +1d4 Necrotic Damage

  • Creatures have Disadvantage on Saving Throws against your Necromancy Spells

  • Arms of Hadar (Level 3)(Long Rest)

  • 4d6 Necrotic Damage in 3m Radius

  • Creatures cannot take Reactions for 1 turn if they fail a Strength Saving Throw

Location: Lucretious

- 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

- Staff of Cherished Necromancy

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • Creatures have Disadvantage on Saving Throws against your Necromancy Spells

  • Gain Life Essence when you kill a hostile creature with a spell

  • Life Essence (Lasts until Long Rest)

  • Cast Necromancy Spells without consuming a Spell Slot

Location: Mystic Carrion

- Woe

  • Quarterstaff

  • +2 Enchantment

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • Blight (Long Rest)

  • 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

  • Bound Weapon

Location: Cazador

- Duellist’s Prerogative

  • Rapier

  • +3 Enchantment

  • +1d4 Necrotic Damage

  • +1 Reaction per turn

  • While Off-Hand is empty, score a Critical Hit when rolling a 19

  • Can use a Reaction to deal additional Necrotic Damage equal to Proficiency Bonus on successful hit

  • Challenge to Duel

  • Cause target to have Disadvantage on Attack Rolls against anyone but caster

  • Target possibly might Bleed after being hit by caster

  • Dueller’s Enthusiasm

  • Bonus Action normal weapon attack

Location: Reward for completing the quest Save Vanra

- Crimson Mischief (Off-Hand)

  • Shortsword

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • Main Hand Only: +1d4 Piercing Damage to targets with less than 50%HP

  • Main Hand Only: +7 Piercing Damage when attacking with Advantage

  • Off-Hand Only: Add your Ability Modifier to the damage

Location: Dropped by Orin

- Infernal Spear

  • Spear

  • +1 Enchantment

  • +3 Poison Damage

  • Can Poison enemies on failed DC 12 CON Save

  • 2 turns

  • Disadvantage on Attack Rolls

  • Disadvantage on Ability Checks

Location: Carried by Iron Consul Mian and Nuff

------------------------------

Ranged Weapons:

- Hellfire Engine Crossbow

  • +2 Enchantment

  • Lightning Arrow (Long Rest)

  • 4d8 Lightning Damage

  • 2d8 Lightning Damage 3m AoE (Dexterity Save to Halve Damage)

  • Reposition Malefactor

  • Pull a creature 9m closer to you

  • 15 DC Dexterity Saving Throw

Location: Crafted in the Steel Watch Foundry

- 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

- The Dead Shot

  • Longbow

  • +2 Enchantment

  • Number needed to roll a Critical Hit is reduced by 1

  • Wielder doubles Proficiency Bonus when rolling Ranged Attacks with this weapon unless they have Disadvantage

Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City

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POSTEDApr 20, 2025
ARCHIVEDJun 10, 2026