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Hexblade Warlock Pure Build

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DESCRIPTION

Feats aren’t detrimental in which level you take them. This means, depending on your playstyle, you could take Great Weapon Master or even Dual Wielder as your first Feat, considering we will already have 18 CHA around that level, which is used for both Melee Weapon & Spell Attacks. Something to keep in mind when I mention Feats, and you can refer to Level 12 for the miscellaneous Feats I recommend for this build. 

To bust, simply wield the Upcasted Shadow Blade while carrying the Resonance Stone. You can also use a Hireling to get a second Shadow Blade for your off-hand. This is done by casting and leaving equipped the Shadow Blade on the Hireling, and Dismissing them to the Fugue Plane. Once dismissed, rehire them, and the Shadow Blade can now be passed between Party Members.

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

Starting Class: Warlock

Subclass: Hexblade

- Level 1 Warlock Spells

- +1 Warlock Spell Slot

- Hex Warrior

  • Proficiency with Medium Armour, Shields, & Martial Weapons

- Bind Hexed Weapon

  • Bind Main Hand Weapon

  • Become Proficient with Binded Weapon

  • Damage is considered magical

  • Binded Weapon uses CHA Modifier instead of Strength or Dexterity

  • Hits with Binded Weapon have a chance to inflict Hexblade’s Curse

    • Warlock adds Proficiency Bonus to Damage Rolls against target

    • Warlock’s Number needed to Critical Hit is reduced by 1 against target

- Hexblade’s Curse (Bonus Action) (Short Rest)

  • Inflict target with Hexblade’s Curse for 10 turns

    • Warlock adds Proficiency Bonus to Damage Rolls against target

    • Warlock’s Number needed to Critical Hit is reduced by 1 against target

  • If the target dies, heal for Warlock Level + CHA Modifier HP

Cantrips:

- Booming Blade

  • Normal Weapon Damage + 1d8 Thunder Damage when target moves

  • Can be cast while Silenced

  • Level 5 = +1d8 Thunder Damage & +2d8 Thunder Damage when target moves

  • Level 11 = +2d8 Thunder Damage & +3d8 Thunder Damage when target moves

- Eldritch Blast

  • 1d10 Force Damage per Beam

  • Level 5 = 2 Beams

  • Level 10 = 3 Beams

Spells:

- Hex (Concentration)

  • Attacks deal Bonus 1d6 Necrotic Damage against target with Hex

  • Hex causes Disadvantage on Checks of an Ability of your choosing

- Wrathful Smite (Concentration)

  • +1d6 Psychic Damage

  • Frightened

    • Cannot move

    • Disadvantage on Ability Checks and Attack Rolls

Race: Half-Orc

  • 9m Movement Speed

  • Medium Size

  • Intimidation Proficiency

  • Darkvision

    • See in Dark up to 12m

  • Relentless Endurance

    • When you reach 0 HP, regain 1 HP instead of becoming Downed

    • Once per Long Rest

  • Savage Attacks

    • When you land a Critical Hit when a Melee Weapon Attack, you deal an extra dice of Weapon Damage

Background: Any

Skills: Any

Stats:

  • STR = 8

  • DEX = 14

  • CON = 15

  • INT = 8

  • WIS = 12

  • CHA = 17

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

Warlock 2

- +1 Warlock Spell Slot

Eldritch Invocations:

- Agonising Blast (Passive)

  • Add CHA Modifier to Eldritch Blast’s Damage

- Devil’s Sight

  • Able to see in magical and nonmagical Darkness

Spells: 

- Arms of Hadar

  • 2d6 Necrotic Damage

    • Targets can’t take reactions for 1 turn

  • +1d6 per upcast

- Armour of Agathys

  • Gain 5 Temp HP and deal 5 Cold Damage to attackers while Temp HP persists

  • +5 Temp HP and Damage per upcast

  • Lasts until Long Rest or Temp HP is gone

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

Warlock 3

- Level 2 Warlock Spell Slots

Pact Boon: Pact of the Blade

  • Bind Pact Weapon

  • Bind Main Hand Weapon

  • Become Proficient with Binded Weapon

  • Damage is considered magical

  • Binded Weapon uses CHA Modifier instead of Strength or Dexterity

  • Pact of the Blade

    • Summon & Bind a Battleaxe, Glaive, Greatsword, Rapier, Trident, Warhammer, Flail, Maul, or Sickle

    • Become Proficient with Binded Weapon

    • Damage is considered magical

    • Binded Weapon uses CHA Modifier instead of Strength or Dexterity

Spell: 

- Shadow Blade

  • Summon a Shortsword until Long Rest

    • 2d8 + STR or DEX Modifier Psychic Damage

    • Advantage on Attack Rolls made while Obscured

    • Level 3 or 4 = 3d8 Psychic Damage

    • Level 5 or 6 = 4d8 Psychic Damage

Replacement Spell: Hex

- Darkness (Concentration)

  • Create 5m Area of Darkness

  • Creatures are Blinded

  • Ranged Attacks cannot penetrate Darkness

  • Immunity to Blinded negates effects

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

Warlock 4

Cantrip:

- Blade Ward (2 turns)

  • Halves incoming Physical Damage for 2 turns

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

Replace Spell: Wrathful Smite

- Hold Person (Concentration)

  • Hold an enemy still; Cannot Move, Act, or React

  • Attacks against target are always Critical Hits within 3m

  • Target can make a WIS Save to escape at the end of each turn

  • +1 target per upcast

Feat: Ability Improvement (+2 CHA) OR Resilience: Constitution

  • +1 Constitution

  • Proficiency in Consitution Saving Throws

Note: Make sure to get the Hag’s Hair for +1 CHA. Also, if using Two-Handers,  you can take Great Weapon Master.

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

Warlock 5

- Level 3 Warlock Spells

- Deepened Pact: Extra Attack

Eldritch Invocation: Any

Note: Repelling Blast or Mire the Mind are the best.

Spell: Any

- Blink

  • At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.

  • When you do vanish, your presence here is a representation of the location you'll come back to. You can choose to teleport it up to 6m

  • Blinked

  • At the end of each turn, there is a chance the affected entity gets Blinked to the Ethereal Plane, where it can't be harmed, seen or affected.

  • While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can only choose to teleport up to 6m. When combat ends, so does this effect.

  • Blinked to the Ethereal Plane

    • Affected entity is in the Ethereal Plane, where it can't be harmed, seen, or affected.

    • While in the Ethereal Plane, the entity can't move or interact with anything in the world. It can choose to teleport up to 6m

    • At the end of each turn, there is a chance it reappears in the Material Plane. When combat ends, so does this effect.

  • Isn’t supposed to break Concentration, but it still does. Best used in life-or-death situations, and has saved many peoples’ Honour Runs.

- Elemental Weapon (Concentration)

  • +1d4 Weapon Elemental Damage (Acid, Cold, Fire, Lightning, or Thunder)

  • +1 Weapon Attack Rolls

  • Level 5 or 6 = +2 Attack Rolls & +2d4 Elemental Damage

- Fear (Concentration)

  • Cause targets in a 9m Cone AoE to become Fearful for 2 turns

    • Disadvantage on Attack Rolls

    • Disadvantage on Ability Checks

    • Must run from source of fear

    • Cannot take additional actions

    • Can make a Saving Throw to shake of effect if they end their turn out of line of sight of caster

- Hunger of Hadar (Concentration) (6m Radius)

  • 2d6 Cold Damage

  • 2d6 Acid Damage if creature ends turn in area (DEX Save to negate)

  • Difficult Terrain

  • Blinds those within

- Hypnotic Pattern (Concentration) (2 turns)

  • Hypnotize creatures in a 9m radius

    • Cannot move or take any actions

    • Removed by taking damage, shoved, or helped

- Vampiric Touch (Concentration)

  • 3d6 Necrotic Damage

  • Can recast while concentration without expending spell slot

  • +1d6 Necrotic Damage per upcast

- Branding Smite (Concentration)

  • Uses Action & Bonus Action

  • +2d6 Radiant Damage

  • Marks target with Light, preventing them from turning Invisible for 10 turns

  • +1d6 per Upcast

- Crown of Madness (Concentration)

  • Cause an enemy to attack the nearest creature other than spellcaster

- Invisibility (Concentration) (Best to use potions or scrolls instead)

  • Attacks against creature have Disadvantage

  • Creature Attacks with Advantage

  • Ends if creature attacks or casts a spell

  • +1 target per upcast

Note: Most useful/thematic spells require Concentration, and unless you’re playing in a party, most of the time your Concentration will be on Darkness. Something to keep in mind when selecting spells. 

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

Warlock 6

- Accursed Spectre (Reaction)

  • When you kill an enemy afflicted with Hexblade’s Curse, summon a Spectre from their corpse depending on size for 10 turns

    • Feeble Spectre (Small or Tiny)

      • 11 STR / 14 DEX / 11 CON / 10 INT / 10 WIS / 11 CHA

      • 17 HP 12 AC

      • Pluck Soul

        • 18m

        • 1d6+Summoner’s CHA Modifier Necrotic Damage

        • Pull target towards you 5m

      • Right Behind You (Reaction)

        • 18m

        • Can be used when Hexblade hits a target with Hexed Weapon

        • 1d12+Summoner’s CHA Modifier Necrotic Damage

    • Mundane Spectre (Medium)

      • 16 STR / 14 DEX / 11 CON / 10 INT / 10 WIS / 11 CHA

      • 31 HP 14 AC

      • Devour Soul

        • 2d6+Summoner’s CHA Modifier Necrotic Damage

        • Heal half of that damage to Warlock

      • Pluck Soul

        • 18m

        • 1d6+Summoner’s CHA Modifier Necrotic Damage

        • Pull target towards you 5m

      • Right Behind You (Reaction)

        • 18m

        • Can be used when Hexblade hits a target with Hexed Weapon

        • 1d12+Summoner’s CHA Modifier Necrotic Damage

    • Primordial Spectre (Large or larger)

      • 16 STR / 14 DEX / 11 CON / 10 INT / 10 WIS / 11 CHA

      • 48 HP 12 AC

      • Devour Soul

        • 2d6+Summoner’s CHA Modifier Necrotic Damage

        • Heal half of that damage to Warlock

      • Sieze Soul

        • 18m

        • 1d6+Summoner’s CHA Modifier Necrotic Damage

        • Pull target towards you 10m

      • Reap Soul

        • 3m Melee Unarmed Attack Roll

        • 1d8+STR Modifier+Summoner’s CHA Modifier Slashing Damage x4

      • Right Behind You (Reaction)

        • 18m

        • Can be used when Hexblade hits a target with Hexed Weapon

        • 1d12+Summoner’s CHA Modifier Necrotic Damage

  • Doesn’t work on Elementals, Oozes, Plants, or Undead

Spell: Any

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

Warlock 7

- Level 4 Warlock Spells

Eldritch Invocation: Any

Spell:

- Staggering Smite (Concentration)

  • Normal Weapon Damage + 4d6 Psychic Damage

  • Uses Action & Bonus Action

  • Can Stagger target for 1 turn

    • Cannot take Reactions

    • Disadvantage on Attack Rolls

    • Diadvantage on Ability Checks

Replacement Spell: Any

- Greater Invisibility (Concentration)

  • Attacks against creature have Disadvantage

  • Creature Attacks with Advantage

  • Ends when you fail increasingly harder Stealth Checks on Attacks, Casting Spells, or interacting with items

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

Warlock 8

Spell:

- Phantasmal Killer (Concentration) (10 turns)

  • Haunt a creature with its worst nightmares

  • 4d10 Psychic Damage per turn

    • Cannot move

    • Disadvantage on Attack Rolls

    • Disadvantage on Ability Checks

  • +1d10 per upcast

Feat: Ability Improvement (+2 CHA) OR Resilience: Constitution

  • +1 Constitution

  • Proficiency in Consitution Saving Throws

Note: If using Two-Handers,  you can take Great Weapon Master.

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

Warlock 9

- Level 5 Warlock Spells

Eldritch Invocation: Minions of Chaos

- Conjure Elemental

  • Summon

    • Air Elemental

    • Earth Elemental

    • Fire Elemental

    • Water Elemental

Spell:

- Hold Monster (Concentration)

  • Hold an enemy still; Cannot Move, Act, or React

  • Attacks against target are always Critical Hits within 3m

  • Target can make a WIS Save to escape at the end of each turn

  • +1 target per upcast

Replacement Spell: Any

- 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

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

Warlock 10

- Armour of Hexes (Reaction)

  • When a creature with Hexblade’s Curse attacks you, use a Reaction to nullify the attack with a 50% chance of success

Cantrip:

- Bone Chill

  • 1d8 Necrotic Damage

  • Target cannot regain HP for 1 turn

  • If target is Undead, has Disadvantage on Attack Rolls

  • 2d8 Necrotic Damage at Level 5

  • 3d8 Necrotic Damage at Level 10

Spell:

- Banishing Smite (Concentration)

  • Uses an Action & Bonus Action

  • Can be made Melee or Ranged

  • +5d10 Force Damage

  • Banish a target with less than 50 HP for 2 turns

    • Banished from this plane of existence.

    • Can't be targeted

    • Can't move or take Actions, Bonus Actions, or Reactions

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

Warlock 11

- +1 Warlock Spell Slot

Mystic Arcanum: 

- Circle of Death

  • 8d6 Necrotic Damage

  • 9m Radius AoE centered on target

  • CON Save to halve damage taken

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

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

Warlock 12

Eldritch Invocation:

- Lifedrinker

  • Melee Weapon Attacks deal + CHA Modifier Necrotic Damage

Spell: Any

Feat:

- Alert

  • +5 Initiative

  • Cannot be Surprised

- Dual Wielder

  • +1 AC while dual-wielding

  • Can dual-wield all but Heavy weapons

- Great Weapon Master

  • Great Weapon Master: Bonus Attack

    • When you kill a creature or land a critical hit, you can make another attack using a Bonus Action

  • Great Weapon Master: All In (Toggleable)

    • -5 Attack Rolls with 2-Handed Weapons

    • +10 Damage with 2-Handed Weapons

- Lucky

  • +3 Luck Points

  • Gain Advantage on Attack Rolls, Ability Checks, or Saving Throws

  • Make an enemy reroll their Attack Roll

- Mage Slayer

  • Saving Throw Advantage

    • When a creature casts a Spell within melee range of you, you have Advantage on any Saving throws against it.

  • Attack Caster

    • You can use a  Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you

  • Break Concentration

    • Enemies you hit have Disadvantage on Concentration Saving throws

- Spell Sniper (Thorn Whip or Shocking Grasp)

  • Number needed to Critical Hit with Spells reduced by 1. This effect can stack

  • Cantrip: Bone Chill, Eldritch Blast, Fire Bolt, Ray of Frost, Shocking Grasp, Thorn Whip

    • Uses character’s Spellcasting Modifier

- War Caster

  • Concentration

    • Advantage on Saving Throws to main Concentration

  • Opportunity Spell

    • Can use a Reaction to cast Shocking Grasp on a target moving out of Melee Range

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

Important Items:

- Elixirs of Viciousness

  • Number needed to Critical Hit reduced by 1. This effect can stack

- Hag’s Hair (+1 CHA)

- Resonance Stone

  • Miscellaneous Item

  • Everyone within 9m Radius gains Steeped in Bliss

    • Advantage on Physical Checks

    • Disadvantage on Mental Saving Throws

    • Vulnerable to Psychic Damage

Location: In a small area south-west of Necrotic Laboratory in the Mind Flayer Colony near the Mind-Archive Interface at X: 692 Y: -114

-------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

- Helmet of Smiting

  • Medium Armour

  • +1 CON Saving Throws

  • When you apply a condition with a Smite, gain Temporary HP equal to CHA Modifier

Location: This helmet can be found inside a locked gilded chest in the Selûnite Outpost X: 163 Y: -248.

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

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

- Graceful Cloth

  • Clothing

  • 10 AC + DEX Modifier

  • +2 DEX

  • +1 DEX Saving Throws

  • +1.5m Jump Distance

  • Cat’s Grace

    • Advantage on DEX Checks

    • Half-Damage from falling

Location: Sold by Lady Esther at the Rosymorn Monastery Trail, just after taking the Mountain Path

- 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 + 2 (DEX)

  • -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:

- 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

- 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

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

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 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

- 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

- 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

- 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 Callardun 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

- Ring of Absolute Force

  • Thunderwave (Short Rest)

  • If wearer bears the Absolute’s Brand, deal bonus 1 Thunder Damage with Thunder spells/attacks

Location: Dropped by Sergeant Thrinn in Grymforge

- 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 Elemental Infusion*

  • When you deal Acid, Cold, Fire, Lightning, or Thunder Damage with a Spell or Cantrip, infuse your weapon with that element until the end of your next turn for one successful hit

    • +1d4 Elemental Damage with Weapon Attack

Location: Looted from Gish Umr'a'ac in Infirmary, 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

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

Melee Weapons:

- Ritual Dagger*

  • 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

- Everburn Blade

  • +1d4 Fire Damage

Location: Looted from Commander Zhalk at the helm of the Nautiloid during the Prologue. Can also be obtained by casting Command (Drop) on Commander Zhalk instead of killing him, though his chance of succeeding the Saving throw is high.

- Svartlebee’s Woundseeker

  • +1 Enchantment

  • +1d4 Attack Rolls against creatures who have already taken damage

Location: Looted from Gauntlet Yeva in Waukeen's Rest X: -66 Y: 609 in Act 1. Has to be acquired before the first zone travel (including teleporting to your camp) after coming to Waukeen's Rest for the first time. If you come to the area after travelling to a different zone, Yeva will be gone. Can also be obtained from Gauntlet Yeva in the Tadpoling Centre within the Mind Flayer Colony in Act 2. One method to keep her non-hostile is to use a Disarming action on her during the fight where she appears. As long as you do not kill her, she will remain an ally.

- 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

- 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

- Unseen Menace

  • Pike

  • +1 Enchantment

  • Weapon is Invisible while equipped

    • Advantage on Attack Rolls

    • Critical Hit when rolling 19

    • Loses property for 2 rounds on a Missed Attack Roll

Location: Purchased from Creche Trader

- Sword of Screams

  • Rapier

  • +1d4 Psychic Damage

Location: Dropped by Nere

- Knife of the Undermountain King*

  • 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

- The Baneful

  • Shortsword

  • +1 Enchantment

  • +1 Attack Rolls

  • Chance to inflict Bane on hit

Location: Sold by Blurg in Myconid Colony

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

Ranged Weapons:

- Bow of Awareness*

  • +1 Enchantment

  • +1 Initiative

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

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

-------ACT 2-------

Head:

- 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:

- Shadeclinger Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • Advantage on Saving Throws while Obscured

  • +1 Stealth

Location: Purchased at Last Light Inn

- 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

- Yuan-Ti Scale Mail

  • 15 AC + Full Dexterity Modifier

  • +1 Initiative

  • Does not impose Disadvantage on Stealth Checks

Location: Purchased from trader at Last Light Inn

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

Gloves:

- Braindrain Gloves*

  • When you deal Pyschic Damage, inflict Mental Fatigue for 2 turns

    • -1 WIS, INT, CHA Saving Throws for every turn remaining

    • 5 turns of Mental Fatigue = 1d4 Psychic Damage if failed WIS, INT, or CHA Saving Throw

    • Maximum 7 turns

Location: Can be looted from a skeleton in the Necrotic Laboratory of the Mind Flayer Colony next to the Blade of Oppressed Souls X: 748 Y: -14

- 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

- Flawed Helldusk Gloves

  • +1d4 Fire Damage with Weapon Attacks

  • +1d4 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks have a chance to inflict Bleeding

  • +1 Strength Saving Throws

Location: Purchased from Dammon

- 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

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

Boots: N/A

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

Cloak:

- Cloak of Protection

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

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

Amulet:

- Surgeon’s Subjugation Amulet

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

Location: House of Healing

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

Rings:

- 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 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

- 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

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

Melee Weapons:

- Drakethroat Glaive*

  • Glaive

  • +2 Enchantment

  • Enemies have Disadvantage on Saving Throws against your dragonborn breath weapon.

  • Draconic Elemental Weapon

    • +1d4 Element Damage

    • +1 Attack Rolls

    • +1 Damage Rolls

    • Can be cast on a weapon lying on the ground

Location: Roah Moonglow

- Blade of Oppressed 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

- 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

- Render of Mind and Body*

  • Shortsword

  • +1 Enchantment

  • When Attacking with Advantage deal bonus 1d8 Psychic Damage

Location: Purchased at Moonrise Towers

- 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

- Charge-Bound Warhammer

  • +1 Enchantment

  • Only functions when bound by Eldritch Knight or Warlock

  • +1d6 Lightning Damage

  • +1 Attack Rolls

  • +1 Damage Rolls

Location: Purchased from Dammon

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

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

- 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

- 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:

- 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

- Bhaalist Armour*

  • Light Armour

  • 14 AC + Dexterity Modifier

  • +2 Initiative

  • Aura of Murder

    • Enemies within 2m become Vulnerable to Piercing Damage

    • Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description

Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin

- 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

- 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:

- Craterflesh Gloves**

  • On Critical Hit, deal +1d6 Force Damage

  • +1 STR Saving Throws

Location: Sold by the Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin.

- Helldusk Gloves*

  • +1 Spell Attack Rolls

  • +1 Spell Save DC

  • +1 STR Saving Throws

  • +1d6 Fire Damage with Weapon Attacks

  • +1d6 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks may inflict Bleeding

  • Rays of Fire (Cantrip) (Short Rest)

    • 3d6 Fire Damage per ray (3)

Location: Dropped by Haarlep in the 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

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

Boots:

- 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

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

Amulet:

- Amulet of Greater Health*

  • Set CON to 23

  • Advantage on CON Saving Throws

Location: House of Hope

- Amulet of Bhaal

  • On a hit, inflict Bleeding to targets with 100% HP

Location: Sarevok

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

Rings:

- After Death Do Us Part

  • When the wearer is Downed, they rise with half-HP but gain Shadow Possession

    • Cursed

    • Attacks the nearest creature

    • Deals +1d4 Necrotic Damage

Location: Possible reward for completing Free the Artist

- 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

- 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

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

Melee Weapons:

- Rhapsody*

  • 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

- Flail of Ages*

  • +1 Enchantment

  • Elemental Age (Long Rest)

Location: Stormshore Armoury

- Sword of Chaos*

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • On hit, regain 1d6 HP

Location: Sarevok

- Duke Ravengard’s Longsword*

  • Longsword

  • +1 Enchantment

  • +2 CHA (Up to 24)

  • When you kill an enemy, allies within 9m gain Temp HP = CHA Modifier

  • Commander’s Strike (Short Rest)

    • Choose an ally to use a reaction on their next turn to make a Weapon Attack

Location: Looted from Duke Ravengard during the Coronation

- 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

- 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

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

Ranged Weapons:

- 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 30, 2025
ARCHIVEDJun 10, 2026