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Shadow Magic Sorcerer Pure Build

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For 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

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Gloves:

- Quickspell Gloves*

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

Location: Rolan or Lorroakan’s Porjection in Act 3

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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.

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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

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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

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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

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POSTEDMay 7, 2025
ARCHIVEDJun 10, 2026