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<br>Here's a list of all the Amulets that you can find in Baldur's Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and [https://Www.Baldursgateguide.com/articles/becoming-the-lawful-good-royal-pain-mastering-oath-of-the-crown-paladin-in-baldur-s-gate-3.html Https://Www.Baldursgateguide.Com/Articles/Becoming-The-Lawful-Good-Royal-Pain-Mastering-Oath-Of-The-Crown-Paladin-In-Baldur-S-Gate-3.Html] other helpful information.<br><br>Here's a list of all the Conjuration Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.<br><br>Here's a list of all the Level 2 Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.<br><br>Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.<br><br>Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action<br><br>Searing Smite: Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.<br><br>Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot.<br><br>Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size.<br><br>Call down a silvery beam of pale light that deals 2d10 Radiant damage to any creatures that enters it or starts its turn in the light. You can use an action to move the beam 18m. On a successful save, targets still take half damage.<br><br>Here's a list of all the Boots that you can find in Baldur's Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.<br><br>Here's a list of all the Rings that you can find in Baldur's Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.<br><br>Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.<br><br>Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. If the spell misses, the target still takes half the initial damage.<br><br>Grant a semblance of life to a corpse, allowing it to answer questions. Skeleton and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can't be made to talk using this spell.<br><br>Flood a creature‘s mind with an illusion of the last thing that attacked it. Each turn, it takes 1d6 Psychic damage. Each time it takes damage from another source, the damage type of Phantasmal Force changes to that damage type.<br><br>Generate a painfully intense ringing noise that deals 3d8 Thunder damage to all nearby creatures and objects. Affected creatures made of inorganic material such as stone have disadvantage on their saving throws. On a successful save, creatures still take half damage.<br><br>Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.<br>Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.<br><br>Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. The blade can be unequipped and equipped again, but has to stay on the spellcaster's person.<br><br>Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded.<br><br>Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving Throws, its Movement Speed is doubled, and can take one additional Action per turn.<br>
<br>Absolute Bane: When the wearer hits a creature with a weapon attack, it receives a 1d4 penalty to Attack Rolls and Saving Throws. The same penalty applies to anyone using these gloves without bearing the Absolute's brand.<br><br>Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action<br><br>Flood a creature‘s mind with an illusion of the last thing that attacked it. Each turn, it takes 1d6 Psychic damage. Each time it takes damage from another source, the damage type of Phantasmal Force changes to that damage type.<br><br>Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.<br><br>Here's a list of all the Amulets that you can find in Baldur's Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.<br><br>Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.<br><br>It's a dangerous world out there in Baldur's Gate 3. So make sure you're outfitted with the best armor. Below, we've compiled a list of all the Armour that you can find in Baldur's Gate 3. Click on the Armour Name/Icon in the table below to learn more about each individual item. Each post shows a tooltip with more information including Armour properties and other helpful information.<br><br>Lae'Zel : Best suited for the Battle Master subclass, Lae'Zel can almost singlehandedly handle your front line, drawing attention from enemies and able to withstand attacks better than some other classes.<br><br>Searing Smite: Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.<br><br>Here's a list of all the Level 2 Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.<br><br>Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded.<br><br>The Monk is one of three classes in Baldur's Gate 3 that put a particular emphasis on melee combat in virtually all builds. Monks take the concept of hand-to-hand combat very literally, offering bonuses and special attacks that require players to be Unarmed.<br><br>Either way, as a Way of Shadow Monk, the most important skill proficiency to have is Stealth. So, if you go with the Outlander background, select Stealth as one of your choices. Of the remaining options, Insight should be your next pick, followed by Acrobatics or Religion (for Criminal players with Stealth already trained).<br><br>Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.<br><br>Here's a list of all the Conjuration Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.<br><br>For Way of Shadow Monks, stealth is the name of the game, and these two abilities give them more ways to get into position faster without being seen. Some other decent racial options for Monks include the Drow, for their proficiency in Stealth, or the Wood Elf, for their extra movement speed.<br><br>Here a woman holds her duster with both hands, as if marketing it, not for consumption or purchase, but for appreciation of its fluffy purposeful shape so adroit at wiping away uncleanliness (a useful juxtaposition for the cleanliness of the image).<br>Alter the terrain around you, allowing nearby allies in the area to travel with ease. You and your allies aren't affected by Difficult Terrain, can't be Restrained or Paralysed, and gain Resistance to Poison damage.<br>Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.<br>● A simple canvas bag, perfect for carrying almost anything. ● A durable bag of thick canvas and leather, adorned with numerous straps and heavy buckles. ● A [https://www.Baldursgateguide.com/articles/sorcerer-secrets-unveiled-auntie-ethel-s-wild-magic-obsession-in-baldur-s-gate-3.html Dark Urge Origin] stain mars the underside of this otherwise clean backpack.<br>

2025年11月24日 (月) 23:59時点における最新版


Absolute Bane: When the wearer hits a creature with a weapon attack, it receives a 1d4 penalty to Attack Rolls and Saving Throws. The same penalty applies to anyone using these gloves without bearing the Absolute's brand.

Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action

Flood a creature‘s mind with an illusion of the last thing that attacked it. Each turn, it takes 1d6 Psychic damage. Each time it takes damage from another source, the damage type of Phantasmal Force changes to that damage type.

Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.

Here's a list of all the Amulets that you can find in Baldur's Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.

Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.

It's a dangerous world out there in Baldur's Gate 3. So make sure you're outfitted with the best armor. Below, we've compiled a list of all the Armour that you can find in Baldur's Gate 3. Click on the Armour Name/Icon in the table below to learn more about each individual item. Each post shows a tooltip with more information including Armour properties and other helpful information.

Lae'Zel : Best suited for the Battle Master subclass, Lae'Zel can almost singlehandedly handle your front line, drawing attention from enemies and able to withstand attacks better than some other classes.

Searing Smite: Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.

Here's a list of all the Level 2 Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.

Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded.

The Monk is one of three classes in Baldur's Gate 3 that put a particular emphasis on melee combat in virtually all builds. Monks take the concept of hand-to-hand combat very literally, offering bonuses and special attacks that require players to be Unarmed.

Either way, as a Way of Shadow Monk, the most important skill proficiency to have is Stealth. So, if you go with the Outlander background, select Stealth as one of your choices. Of the remaining options, Insight should be your next pick, followed by Acrobatics or Religion (for Criminal players with Stealth already trained).

Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.

Here's a list of all the Conjuration Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.

For Way of Shadow Monks, stealth is the name of the game, and these two abilities give them more ways to get into position faster without being seen. Some other decent racial options for Monks include the Drow, for their proficiency in Stealth, or the Wood Elf, for their extra movement speed.

Here a woman holds her duster with both hands, as if marketing it, not for consumption or purchase, but for appreciation of its fluffy purposeful shape so adroit at wiping away uncleanliness (a useful juxtaposition for the cleanliness of the image).
Alter the terrain around you, allowing nearby allies in the area to travel with ease. You and your allies aren't affected by Difficult Terrain, can't be Restrained or Paralysed, and gain Resistance to Poison damage.
Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.
● A simple canvas bag, perfect for carrying almost anything. ● A durable bag of thick canvas and leather, adorned with numerous straps and heavy buckles. ● A Dark Urge Origin stain mars the underside of this otherwise clean backpack.