About this mod
Equipment for members of the Harpers, the Flaming Fist, the Guild, Clan Ironhand, Clan Flameshade, the Watch, the Cowled Wizards, the Society of Brilliance, the Gur, the Order of the Gauntlet, the Hellriders.
- Permissions and credits
- Changelogs
- Donations
---- Patch 8 Compatible ----
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the Watch, the Cowled Wizards, the Society of Brilliance, the Gur, the Order of the Gauntlet, the Hellriders

The Harpers, or Those Who Harp, have been called the "meddlers of the Realms" and "idealists to the point of lunacy." Both those things are true. A lot of people in the Realms owe their lives to those twin truths. Harpers spread rumors, aid merchants and common folk in many small ways, thwart the schemes and sometimes end the lives of creatures who work evil ends, and try to manipulate the affairs of civilized races, both great and small, to keep kingdoms balanced and a general peace across Faerûn.[1]

The Harpers are a semi-secret organization dedicated to preserving historical lore, maintaining the balance between nature and civilization, and defending the innocent from the forces of evil across the Realms. Harper agents who often find themselves in dangerous situations can employ specialized gear to aid them in their missions.
Headband of the Lorebinder
Created by Bards for Bards, this headband channels a tiny sliver of Oghma's vast knowledge and skill to its wearer.
Bardic Knowledge (passive effect): While you wear this headband, you gain a +2 bonus to all Intelligence checks.
Oghma's Insight (item property): Upgraded by the Harpers with the help of Oghma's clergy, this headband also allows you to cast see invisibility when you reach 5th level. At 8th level, you gain Advantage on Intelligence saving throws. And at 11th level, you gain Resistance to Psychic damage.
Visuals: For all body types.
Harper Pin (3 variants)
A Harper Pin provides the wearer with significant protection against mind-influencing effects and other hazards.
Harper Pin (item property): While you wear this badge of honor, you cannot be Charmed. At 5th level, it grants you the shield spell. At 8th, you gain Resistance against Lightning damage. And at 11th level, you gain Advantage on Wisdom saving throws.
Visuals: One pin has visuals for all body types. Another pin has visuals only for body types 1 and 2 of the human-sized races and halflings. And a third pin only has visuals for body types 2 and 4 of the human-sized races, dragonborns and half-orcs.
Harper Mage Robe (2 variants)
Harper Boons (item property):
- Selûne's Radiance: You possess Superior Darkvision while you wear this garment or armour.
- Milil's Voice: You gain a +1 bonus to all Charisma checks.
- Silvanus' Staff: You know the shillelagh cantrip.
- Deneir's Eye: At 5th level, you cannot be Blinded.
- Mystra's Grace: At 11th level, you gain Advantage on all Saving Throws.
Harper Scout Leathers (2 variants)
Harper Boons (item property):
- Selûne's Radiance: You possess Superior Darkvision while you wear this garment or armour.
- Milil's Voice: You gain a +1 bonus to all Charisma checks.
- Eldath's Pool: You can cast create water an unlimited number of times (but only once while in combat).
- Lurue's Voice: At 5th level, you can cast speak with animals once every long rest.
- Mielikki's Step: At 5th level, your movement speed increases by 3 meters.
- Tymora's Smile: At 11th level, you gain Advantage on all Ability Checks.
Harper Priest Mail
Mithral Armour (item property): This suit of armour weighs half as much as a regular suit of steel armour and imposes no Disadvantage on Stealth checks.
Harper Boons (item property):
- Selûne's Radiance: You possess Superior Darkvision while you wear this garment or armour.
- Milil's Voice: You gain a +1 bonus to all Charisma checks.
- Corellon's Hand: You gain proficiency with longswords, shortswords, longbows, and shortbows.
- Lliira's Heart: At 5th level, you are immune to being Frightened
- Tymora's Smile: At 11th level, you gain Advantage on all Ability Checks.
Magic Item Cache
Harper operators have access to a variety of magic items, some are even unique.

Laeral's Spell Shield
These heavy magical bulwarks are named after the creator of the first of its type, Laeral Silverhand.
Shield Bash (item property): 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.
Spell Shield (item property): At 8th level, this shield grants you Resistance against Force damage. At 11th level, you can use the Reflective Shield action once per short rest.
Blade of the Betrayer
As soon as you draw this ever-sharp katana, you feel sorrow, regret, and indignance all at the same time.
Keen Weapon (passive ability): The number you need to roll a Critical Hit while making a melee attack is reduced by 1. This effect can stack.
Iaijutsu Focus (weapon property): At 5th level, you gain a +2 bonus to initiative rolls. And while in combat, you deal an additional 1d6 Slashing damage against creatures that haven't taken a turn yet.
Other Weapon Properties: Finesse, Versatile.
Heavy Crossbow of Distance
Fire a bolt up to 27 meters.
Main-gauche of Vigilant Defense
Designed to be used in the wielder's off-hand, this magical parrying dagger can partially block all incoming melee attacks made against the wielder.
Off-handed Remark (weapon property): While holding this dagger with your off-hand, you can wield any one-handed melee weapon with your main hand.
Parry (weapon property): Parry the next melee attack that hits you to reduce the damage.
Netherese Blast Scepter
These rare, ancient devices are one of the more unpleasant legacies of lost Netheril, the realm of magic-users whose glory was swallowed long ago by the Great Desert, Anauroch.[2]
Power Move (weapon property): While you wield this minor artifact, you gain Resistance against Fire, Force, and Lightning damage. Also, you cannot be forcibly moved by a foe's spells or actions, and you cannot be knocked Prone. When you reach 5th level, you can use the Stun ability. At 8th, you can project a wave of silent force once every short rest. And at 11th level, you can use the Powerstrike ability.
Scimitar of Speed
The favoured weapon of Malec-Keth Janissaries from the City of Brass, these elegant blades allowed them to combine arcane dweomers and weapon attacks into a singular offense.
Scimitar of Speed (weapon property): Make a melee attack as a free action with your scimitar once per turn.
Silver Short Sword of Gith
Assembled by the warlock Ammon Jerro from the recovered shards of the Silver Sword of Gith, this shorter version retains some of the formidable power of the original artifact.
Once Shattered, Now Reforged (weapon property): You gain a +1 bonus to attack rolls and +1d4 Thunder damage with each sucessful hit. When you reach 5th level, the attack bonus increases to +2 and you can cast ice knife once per long rest. At 8th, you can cast conjure barrage once per long rest. And at 11th level, the weapon's attack bonus increases to +3.
Thunderhead Mordenkrad
Named after Stronmaus, the giant god of the sky, this heavy maul imparts a "tiny" fraction of the power of the storm god upon whoever can wield it.
Dragonmauler (weapon property): While you wield this weapon, you gain Advantage against Dragon type enemies and dragonborn characters.
Tempestuous Weapon (weapon property): You gain a +1 bonus to attack rolls with this weapon; this bonus increases to +2 when you reach 8th level. At 5th level, the weapon deals an additional 1d4 Thunder damage with each successful attack; at 11th level, it adds a further 1d4 Lightning damage.
Stronmaus' Boon (passive effect): While this maul is equipped, you gain the benefits of the enlarge spell. This stacks with other Enlarge effects. Unequip and re-equip the hammer after each long rest to activate the effect.

Boots of Striding and Springing
These sturdy leather boots are surprisingly light. You feel a spring in your stride as soon as you put them on.
Traceur (item property): While you wear this well-made pair of lightweight boots, you add 3 meters to your movement speed. At 5th level, you double your Jump distance. At 8th, you no longer suffer damage from falling.
Visuals: For all body types.
Bracers of Blinding Strike
This simple-looking pair of brazen vambraces are one of the most highly sought-after magic items in the entire Realms.
Whirling Dervish (item property): While you have these bracers on, you add 9 meters to your movement speed. When you reach 5th level, you gain a +2 bonus to your Armour Class. At 8th, you gain Advantage on Dexterity Saving Throws. And at 11th level, you gain an extra action per turn. These benefits do not stack with the haste spell or other similar effects.
Visuals: For all body types.
Bracers of Elvenkind
A pair of enchanted mithral-plated leather bracers intended to be worn with a suit of Elven Chain.
Arts of the Tel'Quessir (item property): While you wear these bracers, you gain the Elven Weapon Proficency and the Musical Instrument Proficiency abilities. When you reach 5th level, you gain a +2 bonus to Arcana and Nature checks. At 8th, you gain a +1 bonus to your Armour Class. And at 11th level, you gain a +2 bonus to your Dexterity score.
Visuals: For all body types.
Cape of the Mountebank
This red and gold cape smells faintly of brimstone.
Absconder (item property): While wearing this rich cape, you can cast dimension door. When you do, you reappear at your destination in a puff of smoke that Heavily Obscures and Blinds creatures within, and lasts for 2 turns.
Visuals: For all body types.
Cloak of the Bat (2 variants)
Highly sought-after by vampire-worshipping cults and masked urban vigilantes, these pitch-black cloaks were designed to improve a person's maneuverability in the darkest of places.
You Are Vengeance (item property): While you wear this cloak, you can glide down and reduce any fall damage by half, and you gain the Blindsight ability. At 5th level, you can polymorph into a bat. At 8th, you gain Advantage on Stealth checks. At 11th level, you gain fly as a movement mode.
Visuals: For all body types.
Phoenix Helm
Adorned with faux phoenix feathers, helms of this type were once popular in ancient Chondath and the Blade Kingdoms where these creatures were venerated for their wild, fiery nature and unique life cycle.
Fire and Flight (item property): While you wear this helm, you gain the Absorb Elements ability and can cast feather fall. When you reach 5th level, you can cast scorching ray once per long rest. At 8th, you can cast grant flight once per long rest. And at 11th level, you gain fly as a movement mode.
Visuals: For all body types.
Magic Musical Instruments
All magic musical instruments in this mod have the following ability:
Masterwork Instrument (passive effect): You gain a +2 bonus to Performance checks while you hold this musical instrument.
Drum of Befuddlement
Percuss the Mind (item property): While you hold this hand drum, at 5th level, you can cast enthrall. At 8th, you can cast confusion. At 11th level, you can cast eyebite: panic.
Flute of Security
Perimeter Protection (item property): While you hold this flute, at 5th level, you can cast arcane lock. At 8th, you can cast Otiluke's resilient sphere. At 11th level, you can cast globe of invulnerability.
Lute of Paralysis
Cease and Desist (item property): While you hold this lute, at 5th level, you can cast command: halt. At 8th, you can cast hold person. At 11th level, you can cast hold monster.
Lyre of Succor
Summon Reinforcements (item property): While you hold this lyre, at 5th level, you can cast spiritual weapon. At 8th, you can cast guardian of faith (good). At 11th level, you can cast planar ally (deva).
Violin of Escape
Fiddling with the Locks (item property): While you hold this violin, at 5th level, you can cast knock. At 8th, you can cast freedom of movement. At 11th level, you can cast arcane gate.
More Harper Equipment
Harper's Gear - The OG. More magic items for your not-so-secret agent.
Kylin's Piercings - Tons of custom earrings including a Harper Pin.
[1] The Code of the Harpers, p7. TSR, Inc., 1993.
[2] Halls of the High King, p48. TSR, Inc., 1990.

The Flaming Fist Mercenary Company is Baldur's Gate military and police force. They are perhaps the most successful soldiers-for-hire in the Realms due in large part to being able to operate in an official capacity within a large mercantile city.
Most of the magic items in the Fists' arsenal were forged by the Fist mage Moruene more than a hundred years ago, but their enchantments held throughout the Spellplague and the Sundering.

Visuals: For all body types.
Flaming Fist Mage Headband
Unadorned yet intimidating for that factor, this helm speaks to the quiet nobility and equally quiet dread the Fist inspire.
Attuned to the Weave (item property): While you wear this enchanted circlet, you gain High Spellcasting. At 5th level, you gain a +2 bonus to your Constitution Saving Throws. At 8th, you cannot be Surprised. At 11th level, you gain Advantage on Intelligence, Wisdom and Charisma Saving Throws.
Flaming Fist Helm (3 variants)
Unadorned yet intimidating for that factor, this helm speaks to the quiet nobility and equally quiet dread the Fist inspire.
Helm's Vigilance (item property): Blessed by the clergy of The Watcher, this helm grants you a +2 bonus to Insight and Perception checks while you wear it. When you reach 5th level, you can cast see invisibility. At 8th level, you cannot be Surprised. At 11th level, you gain a +3 bonus to Initiative rolls.
Armours
Visuals: For all body types.
Flaming Fist Mage Robe
Azuth's Theurgy (item property): Blessed by the clergy of the First Magister, this robe grants you access to the Army Arcana ability and you can cast faerie fire once per short rest. At 5th level, you can cast command on up to 2 targets once per short rest. At 8th, you can cast paralyzing ray once per short rest. At 11th level, you can cast arcane force manacles once per short rest.
Army Arcana (passive ability): Create pockets of safety within your spells. Allies automatically succeed their Saving throws against these spells and take no damage from them.
Arcane Force Manacles (item ability): Create heavy magical chains that bind to your targets, halving their Movement speed. If the chains are still present at the beginning of your next turn, they break, dealing 8d8 Force damage to all targets.
Flaming Fist Leather Armour / Scale Armour / Half Pate Armour / Chainmail Armour
Fistful of Embers (passive ability): When you are hit by a foe within 2 meters, it might take 1d4 Fire damage.
Encased in Self-Importance (item property): While you wear this armour, at 5th level, it grants you a +1 bonus to your Armour Class. At 8th, any damage you receive is reduced by 2. At 11th level, you become immune to Critical Hits.
Accessories
Visuals: For all body types.
Flaming Fist Leather Gauntlets / Scale Gauntlets / Plate Gauntlets / Reinforced Gauntlets
Enhanced Mercenary Skill (item property): While you wear these enchanted gauntlets, you gain a +1 bonus to attack rolls. The bonus increases to +2 when you reach 8th level.
Ignite Weapon (item property): While you wear these gauntlets, at 5th level, you inflict +1d4 Fire damage with each successful weapon attack. At 11th level, you can use Flaming Fury once per combat.
Flaming Fist Leather Boots / Scale Boots / Plate Boots / Chainmail Boots
Enhanced Mercenary Stride (item property): While you wear these enchanted boots, you add 3 meters to your movement speed. At 5th level, you double your Jump distance. At 8th, you no longer suffer damage from falling.
Flaming Fist Badge
This small metal brooch or surcoat pin depicts the emblem of the Flaming Fist Mercenary Company.
Police Presence (item property): This is your Company's insignia. While you wear it, you gain the Brave ability. When you reach 5th level, you gain a +2 bonus to Insight and Intimidation checks. At 8th, you cannot be Charmed. And at 11th level, you gain Advantage on Strength, Dexterity and Constitution Saving Throws.
Brave (passive effect): A stalwart heart grants the affected entity Advantage on Saving Throws against being Frightened.
Flaming Fist Shield of Incombustibility
Though the metal is only of moderate quality, a proud, flaming fist decorates the front of this shield.
Fireproof (item property): While you wield this powerfully enchanted shield, when you reach 5th level, you gain Resistance against Fire damage. At 8th, you are immune to Burning. At 11th level, you gain Immunity to Fire damage.
More Flaming Fist Gear
The Flaming Fist commander's elite equipment - Custom weapons and with different takes on the half-plate armour.

More than just a mere criminal syndicate, the Guild is a paragon of organized crime. They have infliltrated every aspect of Baldurian society, from the destitute of the Outer City to the patriars in their alabaster-walled villas, from struggling small businesses to predatory financial institutions. The Guild's influence even extends into the Parliament of Peers and the Flaming Fist, or at least to the corrupt officials who readily acquiesce when presented with a pouch full of gold.

Mask of the Deceiver
This fine porcelain mask with silver filigree was dedicated to Leira, Goddess of Deception and Illusion. It was previously owned by one of her Mistcallers, or high priests, before her apparent death at the hands of Cyric, God of Strife, who then stole her divine portfolio.
Great Pretender (item property): While you wear this mask, you know the minor illusion cantrip and can cast shapeshift at will. At 5th level, you gain Advantage on Deception checks. At 8th, you can cast greater invisibility. At 11th level, you gain a +2 bonus to your Charisma score.
Visuals: For body types 1, 2 and 3 of the human sized races and both gnome body types only. Placement may be a little bit off for some body types.
Guild Bodyguard's Ferronnière
Silver as the moon, with a beam transmuted into gem at the fixture.
Adaptable Skullduggery (passive ability): This creature can perform a Sneak Attack with any weapon, not only those marked as Finesse.
Sense of Security (item property): This circlet sharpens your senses to help you better protect the Guildmaster. While you wear it, you gain Darkvision. When you reach 5th level, you gain a +2 bonus to Perception checks and Initiative. At 8th, you cannot be Surprised or Blinded. And at 11th level, you gain an extra bonus action (up to a maximum of 2).
Visuals: For all body types.
Guild Assassin's Hood
This deep, dark hood completes the edgy assassin look you're going for.
Up Close and Personal (item property): While you wear this hood, you gain a +2 bonus to Deception, Intimidation and Persuasion checks as long as you are using a magical disguise, such as the disguise self spell. You also gain the Isolated Prey ability. When you reach 5th level, you gain a +2 bonus to Stealth checks and Initiative. At 8th, you cannot be Surprised or Poisoned. And at 11th level, you can use Marauder's Shadowstep.
Isolated Prey (passive ability): This creature has Advantage on Attack Rolls against targets that do not have allies within 5 meters.
Marauder's Shadowstep (item ability): You and 1 adjacent ally can teleport from shadow to shadow. Afterwards, you have Advantage on your next melee Attack Roll.
Visuals: For all body types.
Guild Fence's Monocle
Also called a monocle of perusal, this tiny lens enhances the wearer's powers of awareness and perception.
Peruse and Appraise (item property): While you wear this monocle, you gain a +2 bonus to Investigation and Persuasion checks. At 5th, you can cast see invisibility. At 8th, you gain Advantage on Perception checks. At 11th level, you can cast true seeing.
Visuals: For all body types except dragonborn.
Armour and Accessories
Guild Enforcer's Armour
While most leather armours are simple jerkins that offer minimal protection, this suit was designed to be conspicuous and resilient to attacks.
Thuggish Interdictor (item property): While you wear this gilded leather armour, you gain the Staunch Blessing ability and you are immune to being Frightened. When you reach 5th level, you gain a +2 bonus to Deception and Intimidation checks. At 8th, you gain Advantage on Athletics checks. At 11th level, you cannot be forcibly moved by a foe's spells or actions and you cannot be knocked Prone.
Staunch Blessing (passive ability): When a creature misses the wielder with an attack, they gain a +1d4 bonus to their next Attack roll that deals non-lethal damage. This bonus is relinquished when the wielder deals lethal damage.
Visuals: For all body types.
Guildmaster's Gilded Armour
Crafted from the finest cloaker leather and inlaid with gold, this suit of leather armour exudes auhtority, sophistication, and danger.
Quick Throwing (item property): While you wear this leather armour, you gain the Dagger Specialist ability. When you reach 5th level, you gain an additional 1d4 damage to all thrown weapon attacks. At 8th, you gain the Spawn Daggers ability. And at 11th level, you gain a +2 bonus to your Dexterity score.
Dagger Specialist (item ability): You gain the ability called The Blade Least Expected. When you reach 5th level, you can use it twice per turn. At 11th level, you can use it 3 times per turn.
The Blade Least Expected (passive ability): Throw a dagger. If you have the Sneak Attack class feature, you can potentially inflict additional damage even if you have used Sneak Attack on your current turn.
Spawn Daggers (item ability): Create 2 daggers in your inventory. When you reach 11th level, you can instead create 3 daggers. These daggers disappear after a long rest.
Unresolved bug: The third instance of the Blade Least Expected action appears in the Common area of the hotbar instead of the Temporary area (the small one on the right that appears when the character is allowed certain on-the-fly actions).
Accessories
Guild Cutpurse's Gloves
This pair of leather gloves improves the wearer's tactile sense and enables their fingers to move so nimbly that it's almost impossible to see.
Close-Up Magic (item property): While you wear these leather gloves, you gain a +2 bonus to Deception and Sleight of Hand checks, and you know the minor illusion cantrip. When you reach 5th level, you gain Advantage on Sleight of Hand checks. At 8th, you can use the Armed Robbery action once per combat. And at 11th level, you gain a +2 bonus to your Dexterity score.
Armed Robbery (item ability): Take your opponent's weapon as soon as you disarm them.
Visuals: For all body types.
Guild Footpad's Boots
These sturdy leather boots are surprisingly light. You feel a spring in your stride as soon as you put them on.
Traceur (item property): While you wear this well-made pair of lightweight boots, you add 3 meters to your movement speed. At 5th level, you double your Jump distance. At 8th, you no longer suffer damage from falling.
Thief-Acrobat (item property): You gain a +2 bonus to Acrobatics checks. At 11th level, you gain Advantage on Dexterity saving throws.
Visuals: For all body types.
Guild Breacher's Tools
Committing grand larceny has never been easier with this magical set of thieves' tools.
Safecracker (item property): While you have this pouch of picks, prods, and pliers on, you can use the Improvise Tools ability once per short rest. These tools will disappear after a long rest. When you reach 5th level, you gain a +2 bonus to Perception and Sleight of Hand checks. At 8th, you can cast a silenced version of the knock spell. And at 11th level, you cannot be Restrained.
Improvise Tools (item ability): Spawn a set of thieves' tools or a trap disarm toolkit.
Visuals: For all body types.
Wraith Cloak
Relics of ancient Myth Drannor, these cloaks were created by its resident baelnorns for their living servants who acted as the undead guardians' eyes and ears boyond the realm's borders. Adventurers who came across these scouts reported seeing shadows defending the ancient elven tombs.
Like a Shadow (item property): While you wear this cloak, you gain the Shadowblend ability while in combat. At 8th level, you gain Advantage on Stealth checks. At 11th level, you gain fly as a movement mode.
Shadowblend (passive effect): While Lightly or Heavily Obscured, this creature gains the ability to blend with shadows and become Invisible.
Visuals: For all body types.
Weapons

This weapon is named after the relatively weak but instantaneously effective incapacitating agent contained within its handle.
Stun from the Shadows (weapon action): Strike an enemy, adding your Proficiency Bonus to the damage. This attack doesn't break concealment. Possibly Stuns the target.
Stalker's Hand Crossbow
Though the crossbow is small and light, a heavy power runs through its bowstring.
Lethal Weapon (item ability): This weapon ignores Piercing Resistance.
Darkveil Precision (passive ability): While obscured in shadow, the wielder has a +1d4 bonus to their ranged weapon attacks.
Ambusher's Hand Crossbow
Though the crossbow is small and light, a heavy power runs through its bowstring.
Lethal Weapon (item ability): This weapon ignores Piercing Resistance.
Blinding Ambush (passive ability): Fire your crossbow from the shadows without revealing yourself and possibly Blind your target.
Adamantine Crowbar
"Can't open the lock? No problem."
Deals an additional 30 damage to objects and ignores Bludgeoning resistance.

Clan Ironhand is a closely-knit cooperative of deep gnome (also called svirfneblin) miners, gemcutters, and tinkerers. As advocates of the gnome god of vigilance and war Gaerdal Ironhand, the Ironhands also see themselves as revolutionaries—ready to fight against oppression, even perceived ones. They regard Baldur's Gate’s patriars, the Flamings Fists, and the Gondians of the High House of Wonders as their adversaries.

Jan Jansen was a hero of the Second Bhaalspawn Crisis and beloved companion to Gorion's Ward, Abdel Adrian. It's not clear whether Jan is still alive and continues to tinker with new inventions or if his extended family in Athkatla are merely selling his old merchandise.
Jansen Spectroscope (2 variants, goggles and lens-helm)
Officially referred to as the Jansen Brand Micro-Macro Spectroscopes, this multi-lens set of goggles was invented by the eccentric artificer Jan Jansen of Athkatla. The very first version of the Jansen Spectroscope saw use during the second Bhaalspawn crisis.
Better Than Great-Granpa's Lens-Helm (item property): While you wear these lenses, you gain Superior Darkvision and a +2 bonus to Investigation and Perception checks. When you reach 5th level, you can cast see invisibility. At 8th, you are immune to being Blinded. At 11th level, you gain immunity to Critical Hits.
Visuals: The goggles have visuals for body types 1, 2, and 3 of the human-sized races, body types 1 and 2 githyanki, and body type 2 gnomes. The lens-helm has visuals for body types 1 and 2 halflings, and body type 1 gnomes. (If you're looking for goggles only that would fit most body types, check out Goggles (with Variants).
Jansen AdventureWear Mk XXIV
Using a good old gnomish workman's leather armour as a base, Jan Jansen of Athkatla crafted this Jansen-Brand Metal-Repellant AdventureWear with a flawed sense of aesthetics. No one can deny the functionality of this new version, however.
Bits, Bobs, Odds, Ends (item property): While you wear this bulky leather armour, its numerous pockets and pouches doubles your carrying capacity. When you reach 5th level, any damage you receive is reduced by 2. At 8th, the armour grants a +1 bonus to your Armour Class. And at 11th level, you gain Resistance to Bludgeoning, Piercing, and Slashing damage.
Note: The Disadvantage to Stealth checks can be negated by the Medium Armour Mastery feat even though the armour is classified as Light.
Visuals: For all body types.
Jansen TechnoGloves
The Jansen-Brand Techno-Thieving Gadgetizer Gloves, as these gauntlets are officially called, were invented by the eccentric artificer Jan Jansen of Athkatla. In your possession is the new improved version that Jan loaded with many features specifically to deal with automatons.
Techno-Thief (item property): While you wear these gauntlets, you gain Advantage on Sleight of Hand checks.
Deconstructor (item property): At 5th level, your weapon attacks deal +1d4 Thunder damage on a successful hit. At 8th level, you gain Advantage on all attack rolls against Constructs. At 11th level, your weapon attacks deal +1d4 Lightning damage on a successful hit.
Visuals: For all body types.
Flasher Launcher Mk II
Another invention of Jan Jansen of Athkatla, this light crossbow as a hidden magazine of flasher master bruiser bolts inside it.
Flasher Master Bruiser Bolt
These skull-tipped bolts are filled with a special powder that does a tiny bit of damage and Stuns its target on a successful hit. It does not add the weapon's base damage.
Blingdenstone Reclaimer's Gear
After a devastating attack by the drow in the Year of the Unstrung Harp (1371 DR), the svirfneblin city of Blingdenstone was restored to its former glory thanks to the brave gnomes who removed the infestations and rebuilt it with their own hands. The weapons and equipment they used have not seen much action in many decades but the enchantments have held true and are still very much formidable.
Stoneblessed Armour (2 variants)
This hastily cobbled-together gambeson-with-plackart armour hides a powerful protection enchantment.
Entemoch's Boon (item property): As a gift from one of the Earth Archomentals to the svirfneblin of Blingdenstone, any damage to the wearer of this armour is reduced by 2 points. When you reach 5th level, it grants you a +1 bonus to your Armour Class. At 8th, you can cast a concentration-free version of stoneskin. And at 11th level, you gain Resistance to Bludgeoning, Piercing, and Slashing damage.
Visuals: For all body types.
Earthcaller Amulet
Blessed by the patron of the svirfneblin, Segojan Earthcaller, the magical amethyst embedded in this amulet can open a doorway to the Elemental Plane of Earth should its wearer require help from its denizens.
Segojan's Aid (item property): While you wear this amulet, you know the blade ward cantrip. At 5th level, you can cast find greater familiar: mud mephit. At 8th, you can cast conjure elemental: earth elemental. At 11th level, you can cast conjure elemental: earth myrmidon.
Breachgnome Boots
No unstoppable force can push the immovable object that is the Breachgnome. This pair of boots grants that wearer a fraction of the power of these legendary gnomish warriors.
Seal the Breach (item property): While you wear these metal boots, you can't be Shoved, Thrown, used as an Improvised Weapon, or otherwise be forcibly moved by a foe's spells or actions. When you reach 5th level, you gain a +2 bonus to your Armour Class. At 11th level, you gain an additional Reaction.
Visuals: For all body types.
Blingdenstone War Pick
This adamantine pick can smash through rock just as easily it can cut through a creature.
Deals an additional 30 damage to objects and ignores Piercing resistance.
Ironhand Grenadier Gear
Sapper's Satchel (2 variants)
This leather pouch contains empty bottles, canisters, volatile elements, dangerous chemicals—and a couple of vials of smokepowder ready to go boom.
Improvised Munitions Expert (item property): You know how to create home-made explosives on the fly. You gain the Assemble Grenade ability which allows you to make a grenade for free once per short rest, the number of types increasing as you gain more experience. Beware though, the explosive charges expire after a long rest and may damage the grenade and whoever may be keeping it.
Assemble Grenade (item ability): Create a throwable chemical or explosive, such as a Scrap and Shrapnel Grenade, a Grease Bottle, or an Oil Flask. At 5th level, you can create an Acid Vial, a Flash Grenade, or a Smokepowder Bomb. At 8th level, you can create a Holy Water Flask or a Phosphor Bomb. At 11th level, you can create a Petard or a Smokepowder Satchel.
Visuals: For all body types.
Ironhand Flash Grenade
Subdue your enemies with a bright flash of light.
Flashbang (item ability): Possibly Blind and Daze all creatures within 6 meters of the impact point with this non-lethal throwable.
Ironhand Phosphor Bomb
Smoke an area and burn enemies within.
White Phosphorus (item ability): Throw a firebomb that creates a cloud of smoke and Burns targets within 6 meters of the impact point.
Ironhand Petard
Destroy walls and fortifications, along with anyone unfortunate enough to be near it.
Demolition Charge (item ability): The smokepowder inside explodes when ignited, damaging everything in an 18 meter radius.
Ironhand Clanging Hammer
An imitation of Gaerdal Ironhand's personal weapon Hammersong, this warhammer emits a thunderous roar when it strikes true.
Gaining Strength Steadily (item property): You gain a +1 bonus to attack rolls; this increases to +2 when you reach 8th level. At 5th level, the weapon deals an additional 1d4 Thunder damage with each successful attack; this increases to 2d4 at 11th level.

Recommended Mods
Artificer Class and All Subclasses - Must-have for any gnome tinkerer. Highly recommended.
Ironhand Grenadier Class - Different types of bombs as class features.
Goggles (with Variants) - Malus Thorm's goggles that fit most body types.

Not a lot is known about the duergar clan known as Flameshade except that mercenary work may be their primary occupation. And like other duergar clans, they tend to be cruel and greedy but possess a high degree of work ethic (ranging from professional to zealot).

Mind Master's Psychometabolic Gambeson
This padded armour is psionically-charged, granting the wearer Psychometabolism effects that give them limited control over their body.
Egoist (item property): While you wear this armour, you can use a version of Reduce that increases your Armour Class and does not reduce your weapon damage, once per long rest. When you reach 5th level, you can use the Mist Form ability once per short rest. At 8th, you gain a +2 bonus to your Constitution score. At 11th level, you can use the Steelskin ability once per short rest.
Steelskin (item ability): Harden your body into a substance like steel, increasing your Armour Class by 2 and gaining Resistance to all Bludgeoning, Piercing, and Slashing damage.
Visuals: For all body types.
Kavalrachni Chitin Armour
This suit of duergar armour was made using the tough hide of a hook horror, a favored variant by their spider-mounted cavalry. Similar armours also use the exoskeltons of giant spiders, scorpions, and some crustaceans.
Spiderfriend (item property): While you wear this armour, you cannot be affected by webs and are immune to the Poisoned condition. When you reach 5th level, you can cast find greater familiar: phase spiderling. At 8th, you can cast squad invisibility. And at 11th level, you gain a +2 bonus to your Dexterity score.
Squad Invisibility (item ability): Turn up to 3 creatures Invisible. Attacks against them have Disadvantage. They attack with Advantage. An attacking creature will cancel invisibility only for itself. If you lose concentration, the invisibility will cancel for everyone.
Visuals: For body types 2 and 4 only.
Stone Guard Mail
They grey dwarves are a practical people who often choose function and forgo form. They do, however, produce some of the most beautifully crafted suits of metal armour in Faerûn.
Royal Vanguard (item property): This suit of adamantine splint armour protects you from Critical Hits. You also gain the Fighting Style: Protection ability while you wear it. When you reach 5th level, you can cast see invisibility. At 8th, you can cast Otiluke's resilient sphere. And at 11th level, you gain a +2 bonus to your Strength Score.
Visuals: For all body types.
Duergar Warlord Armour
The first of these mighty armours were forged by the red dragon Themberchaud, the Wyrmsmith of Gracklstugh, with the assistance of Clan Steelshadow's famed smiths.
Marshal (item property): This suit of adamantine plate armour protects you from Critical Hits. You also gain a +1 bonus to all Charisma checks and Saving Throws while you wear it. When you reach 5th level, you can use the Commander's Strike ability once per long rest. At 8th, you gain the Motivate Ardour aura. And at 11th level, you gain a +2 bonus to your Strength Score.
Motivate Ardour (passive effect): Nearby allies deal an additional 1d4 Psychic damage.
Visuals: For all body types.
Accessories
Mind Master's Mask
Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets.[1]
Unclouded Mind (item property): While you wear this mask, you gain the Heightened Spell metamagic ability and 3 Sorcery points to fuel it (this stacks with any Sorcery Points you may have gained through another source, such as Sorcerer levels). At 8th, you can see through magical and non-magical darkness, and cannot be Blinded. And at 11th level, you can cast true seeing.
Toy with the Weak-Minded (item property): You can cast the mind spike spell while you have this mask on. When you reach 5th level, you can also cast mind mastery.
Visuals: For body types 1 and 2 dwarves, halflings, and half-orcs; body type 1 gnomes; and body type 4 of the human-sized races only.
Adamantine Bracers / Adamantine Gauntlets
This pair of heavy, armoured bracers or gauntlets augments the wearer's melee capabilities with magic, and grants additional protection with adamantine's natural properties.
Steady Defense (item property): While you have this handwear on, all incoming damage is reduced by 2. At 8th level, it grants you a +1 bonus to your Armour Class.
Reverberating Offense (item property): When you reach 5th level, your weapon attacks deal an additional 1d4 Thunder damage. At 11th, this bonus damage increases to 2d4.
Visuals: For all body types.
Adamantine Sabatons
Heavy armoured boots of the grey dwarf elite.
Adamant Stance (item property): While you wear these enchanted boots, you cannot be forcibly moved by a foe's spells or actions, and you cannot be knocked Prone. At 5th level, you double your Jump distance. At 8th, you no longer suffer damage from falling.
Visuals: For all body types.
Duergar Vanguard Shield
Shield Bash (item property): 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.
Duergar Phalanx Shield
Phalanx Formation (passive effect): Has Advantage on Attack Rolls if within 3m / 10 ft of an ally that carries a shield and isn't Incapacitated.
Weapons
All duergar weapons in this mod have the following property:
Duergar-Attuned Psionic Weapon (passive effect): When wielded by a grey dwarf of at least 5th level, this weapon deals an additional 1d4 Psychic damage. This bonus damage increases to 2d4 at 11th level.

Mind-Poison Dagger
The favored weapon of duergar mind masters, this tiny dagger can inflict massive damage to thinking creatures.
Inficts an additional 1d4 Psychic damage.
Spider Fang
Though cavalry war picks have fallen out of use with the surface races, duergar spider-riders still make effective use of them in the cramped tunnels of the Underdark.
Poison Mist (weapon action): On a hit, deal extra Poison damage equal to your proficiency bonus and surround the target in a noxious cloud that possibly Poisons those within it.
Psionic King's Knife
The signature weapon of the duergar Stone Guard, this particular King's Knife hums with latent psionic energy.
Bloodletting (weapon action): Pierce an enemy's flesh and possibly make them Bleed.
Fire Lance
The favored weapon of duergar alchemist-engineers called xarrorn, fire lances are especially useful in flushing out enemies hiding within burrows.
[/i]Fire Spray (weapon action): Each flammable target is hit with 3d6 Fire damage.
Psychic-Attuned Hammer
This heavy warhammer hits harder than usual thanks to the extra weight and incredible balance imbued by the best duergar weaponsmiths, and further enhanced psionically by their metacreative Shapers.
Versatile weapon, 1d10/2d6 damage.
Deepen the Wound (passive effect): The wielder gains a +1d4 bonus to Attack Rolls with this weapon when attacking creatures that have already taken damage.
Recommended Mods
Aberrant Mind Sorcerer Subclass - Excellent multiclass for Mind Masters.
Mystic Class - A no-brainer for psionic characters, whether single- or mutliclassed.
Artificer Class and All Subclasses - The Artillerist and Armorer subclasses are a perfect fit for duergar characters.
[1] Mordenkainen's Tome of Foes, p188. Wizards of the Cost, Inc., 2018.

Baldur's Gate's civil constabulary, known simply as the Watch, are a relatively small law enforcement unit. Their authority is concentrated in the Upper City and they have a shared responsibility with the Flaming Fists when it comes to policing the Lower City. Officers of the Watch have a reputation of incorruptibility.

Armours & Accessories
Visuals: For all body types.
Watch Officer's Light Sallet (2 variants)
Open-faced helms are favored by many constabulary units.
Helm's Vigilance (item property): Blessed by the clergy of The Watcher, this helm grants you a +2 bonus to Insight and Perception checks while you wear it. When you reach 5th level, you can cast see invisibility. At 8th level, you cannot be Surprised. At 11th level, you gain a +3 bonus to Initiative rolls.
Watch Knight's Visored Bascinet (2 variants)
This helmet's design is more about aesthetics but it still grants a modicum of protection to the wearer.
Helm's Vigilance (item property): Blessed by the clergy of The Watcher, this helm grants you a +2 bonus to Insight and Perception checks while you wear it. When you reach 5th level, you can cast see invisibility. At 8th level, you cannot be Surprised. At 11th level, you gain a +3 bonus to Initiative rolls.
Watch Rookie's Gambeson (2 variants—regular armour and camp clothing)
This is the basic padded armour worn by the City Watch.
Watch Officer's Gambeson
Well-tailored with finely crafted metal reinforcements, this padded armour is a reassuring sight in the Upper City.
Armour of the Resolute (item property): While you wear this armour, you gain a +1 bonus to all Charisma checks and Saving Throws. When you reach 5th level, it grants you a +1 bonus to your Armour Class. At 8th, you gain a +2 bonus to your Constitution score. And at 11th level, you gain Advantage on all Saving Throws.
Watch Knight's Breastplate
Forged by the finest smiths in Baldur's Gate, this gleaming armour grants superb protection to the wearer and a sense of security to the patriars and wealthy merchants of the Upper City.
Armour of the Resolute (item property): While you wear this armour, you gain a +1 bonus to all Charisma checks and Saving Throws. When you reach 5th level, it grants you a +1 bonus to your Armour Class. At 8th, you gain a +2 bonus to your Constitution score. And at 11th level, you gain Advantage on all Saving Throws.
Watch Gauntlets
This pair of polished gauntlets augments the Watch officer's already-formidable fighting skills.
Enhanced Constabulary Skill (item property): While you wear these enchanted gauntlets, you gain a +1 bonus to attack rolls. The bonus increases to +2 when you reach 8th level.
Constable's Smites (item property): When you reach 5th level, you can cast branding smite once per long rest. At 11th level, you can cast banishing smite once per long rest.
Watch Greaves
This pair of boots helps Watch officers ensure that the Upper City remains crime-free to the satisfaction of the patriars.
Steadfast (passive effect): You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult Terrain.
Purposeful Stride (item property): When you reach 5th level, you add 3 meters to your movement rate. At 8th, you can Click Heels as a bonus action to Dash.
Weapons

Watch Vigilant's Halberd
A standard-issue weapon for Watch officers on guard duty.
Watch Guardian's Beidhander
A weapon that signifies the rarely-displayed offensive power of the Watch.
Watch Enforcer's Half-Pike
A simple weapon preferred by Watch officers on patrol.

Originally conceived as a secret society with the goal to preserve magical lore in a nation that despises all manner of arcane magic, the current Cowled Wizards of Amn are a cabal of ambitious inquisitors, power brokers and assassins. As they dabble in politics, these arcanists wield their power unscrupulously to remove rivals either for their own gain or a wealthy sponsor's. Their Cowled Enforcers constantly monitor every city gate and every port for newly arriving arcane spellcasters who could pose a threat to the status quo.

Described oversimply as "distilled brain power in a headband," this item is a must-have for any wizard who feels the need to talk about their high Intelligence Quotient to anyone who didn't ask.
Azuth's Boon (item property): While you wear this circlet, you gain Advantage on Consitution Saving Throws when concentrating on a spell. At 5th level, you gain a +2 bonus to all Intelligence checks and Saving Throws. At 8th, you gain a +1 bonus to spell attack rolls. And at 11th level, you gain a +2 bonus to your Intelligence score.
Visuals: For all body types.
Cowl of the High Enforcer (2 variants—with a hood or without a hood)
This hooded cloak provides a Cowled Wizard with spells that aid in investigation and detection.
Magic Inquest (item property): While you wear this inquisitor's cloak, you can cast shapeshift. When you reach 5th level, you can cast counterspell. At 8th, you can cast a concentration-free version of owl's wisdom. And at 11th level, you can cast true seeing.
Visuals: For all body types.
Guild Mage Suit / Guild Mage Dress
Made from the finest fabrics from Kara-Tur and Zakhara, this dress represents the luxurious side of the arcane arts.
Spellpool (item property): You gain access to all Wizard spells via a magical reservoir known as a spellpool. Spellpool 0 (cantrips) is accessible at 1st level, Spellpool I (1st- and 2nd-level spells) at 4th level, Spellpool II (3rd- and 4th-level spells) at 8th level, and Spellpool III (5th- and 6th-level spells) at 12th level. Each spellpool can be accessed once per long rest. You must have the appropriate spell slot to cast the chosen spells.
Visuals: The rich suit has visuals for all body types. The dress only has visuals for body type 1 of the human-sized races.
Gloves of Warding
Decorated with all manner of magical creatures, this pair of hand jewelry allows the wearer to cast powerful protection magicks.
Spellbound (item property): While you wear these gloves, you can cast shield once per long rest. At 5th level, you can cast Alisar's ward once per long rest. At 11th level, you can cast globe of invulnerability.
Alisar's Ward (item ability): You gain a +1 bonus to Armour Class and Saving Throws, and Resistance to all damage. These benefits do not stack with the warding bond spell or similar effects.
Visuals: For all body types.
Boots of the Witch Hunter
Wearing this fine pair of boots ensures that most pursuits will result in captures, even if the target has magic at their disposal.
Witch Hunter's Alacrity (item property): While you wear these boots, you add 3 meters to your movement speed. At 8th level, you can Click Heels as a bonus action to Dash. And at 11th level, you gain fly as a movement mode.
Visuals: For all body types.
Censor of Athkatla
When one has power, silencing one's critics and detractors is the first step in maintaining that power.
Speech Suppression (item property): While you hold this staff, you cannot be Silenced but you can cast command: hush on another creature once per short rest. When you reach 5th level, you can also cast silence once per short rest.
Recommended Mods
5e Spells - This mod has been up and running since early Early Access and fined tuned to perfection over 4 years. Tabletop D&D players really should install this.


Society of Brilliance Robes (3 variants)
Members of the Society of Brilliance can be single-minded in their pursuit of knowledge. Their studies take them to every corner of the Underdark, heedless of the peril.
Field Researcher (item property): While you wear these robes, you gain a bonus to your Armour Class equal to your Intelligence bonus. When you reach 5th level, you can cast a special version of misty step that does not consume a bonus action, usable once per combat. At 8th, you cannot be Paralysed, Stunned, or Restrained. And at 11th level, you gain Advantage on all Ability Checks.
Visuals: Variant A (robe only) has visuals for all body types. Variants B (short-sleeved robe with tabard) and C (long-sleeved robe with tabard) have visuals for body types 1, 2*, and 4 of the human-sized races; body types 1 and 2 for dwarves; and body type 2 gnomes, dragonborn, and half-orcs. [*Tabard only for body type 2.]

Illithidwrought Vambraces
A favored accessory of illithid arcanists, this pair of magic bracers was once owned by Grazilaxx, a renegade mind flayer and member of the Society of Brilliance.
Mind Crusher (item property): While you wear these bracers, it grants you a +1 bonus to your Armour Class. When you reach 5th level, you can use the Psychic Fist ability once every short rest. At 8th level, you gain a +1 bonus to spell attack rolls. And at 11th level, the bonus to spell attack rolls increases to +2.
Psychic Fist (item ability): Punch and possibly Stun your target.
Visuals: For all body types.
Illithidwrought Greaves
A favored accessory of illithid arcanists, this pair of magic boots was once owned by Grazilaxx, a renegade mind flayer and member of the Society of Brilliance.
Defy Gravity (item property): While you wear these boots, you gain a +1 bonus to your Armour Class and the Floating ability. When you reach 5th level, cannot be knocked Prone. At 8th, you no longer suffer damage from falling. And at 11th level, you gain the illithid ability to Levitate.
Floating (passive effect): Your feet do not touch the ground. Surface effects do not affect you.
Visuals: For all body types.
Amulet of Sweet Air
Once owned by the troglodyte researcher Skriss of the Society of Brilliance, this amulet allowed her to approach fellow Society members without having them react negatively to her... natural scent.
Aura of Sweet Air (passive effect): While you wear this amulet, you are surrounded by a small zone of sweet air. You and any allies within 3 meters are not affected by most stench effects and cannot be Poisoned. This effect can be toggled off.
Clear the Air (item property): At 5th level, you become immune to Diseases. At 8th level, you can cast a Careful version of gust of wind that does not push allies away, once per long rest. And at 11th, you can use Sweetplum Gales once per long rest.
Sweetplum Gales (item ability): Coalesce the air in a fragrant but vicious whirlwind that Restrains those within.
Barnacle Shield of Mahkloompahn Devotion
This shield smells of brine and rotting fish. It once belonged to Society of Brilliance member Sloopidoop, a kuo-toa archpriest of whichever deity his people chose to have made up.
Watery Rejuvenation (passive effect): If the wearer is standing in a Water surface at the start of their turn, they heal 1d4 hit points.
Barrier Reef (item effect): At 8th level, you cannot be forcibly moved by a foe's spells or actions while you wield this shield.
Staff of Mindbogglement
This old wooden staff once belonged to the derro savant Y, a founding member of the Society of Brilliance. It helped stabilize his mind long enough for him to review his peers' research papers and even finish a few of his own.
Shared Instability (item property): While you hold this staff, you are immune to being Charmed and Frightened. At 5th level, you can cast crown of madness. At 8th level, you can cast confusion.
Staff of Psychic Retaliation
Mind flayers, in general, do not rely on implements as they're perceived as evidence of their own inadequacy. The more pragmatic ones, however, prefer to carry staves such as this one that reduce unexpected outcomes from being caught off-guard.
Imperial Retaliation (passive ability): When the wielder succeeds a Saving Throw, the foe that caused the throw needs to make an Intelligence Saving Throw or be Stunned for 1 turn.
Variables Considered (item property): When you reach 5th level, you can cast counterspell once per long rest. At 8th level, you cannot be Surprised.


Visuals: For body type 1 of the human-sized races only.
Fortune Teller's Diadem
This hand-wrought golden headdress of is accentuated by several small rubies along its center.
Savras' Gifts of Sight (item property): While you wear this headdress, you know the guidance cantrip. When you reach 5th level, you can cast detect thoughts once every long rest. At 8th, you gain the Portent of Balance ability once per long rest. And at 11th level, you can cast true seeing once per long rest.
Portent of Balance (item ability): Your dreams grant you a glimpse that lets you influence the future. After each Long Rest, you gain a Portent Die with a value of 10. During the day, you can use your reaction to change the die of any Attack Roll or Saving Throw rolled near you to a 10.
Revel Dancer's Dress
Music and dance play an important role in Gur culture. Due to their nomadic lifestyle, Gur dances incorporate elements from almost every culture in Faerûn. This traditional dance dress allows free movement and the flaring skirt further emphasizes these movements.
Scars of the Gur (item property): The Gur have endured hardships and discrimination for hundreds of years, which have left generational scars. While you wear this dress, you gain the following abilities: Scar of the Dunes, Scar of the Agave, and Scar of the Sand Eclipse.
- Scar of the Dunes (passive ability): This character's movement speed is doubled and it cannot be targeted by attacks of opportunity, if its hit points are lower than 90%.
- Scar of the Agave (passive ability): When this character is struck by a melee attack while at less than 60% of their hit points, the attacker takes 2d8 Piercing damage.
- Scar of the Sand Eclipse (passive ability): Your attacks deal 4d8 additional Slashing damage when your hit points are at 20% or lower.
Dagger Thrower's Bracelets
Also known as bracelets of flying daggers, this set of magical gold rings and bracelets takes the wearer's wrist-flicking and knife throwing skills to a whole new level.
Quick Throwing (item property): While you wear these hand jewelry, you gain the Dagger Specialist ability. When you reach 5th level, you gain an additional 1d4 damage to all thrown weapon attacks. At 8th, you gain the Spawn Daggers ability. And at 11th level, you gain a +2 bonus to your Dexterity score.
Dagger Specialist (item ability): You gain the ability called The Blade Least Expected. When you reach 5th level, you can use it twice per turn. At 11th level, you can use it 3 times per turn.
The Blade Least Expected (passive ability): Throw a dagger. If you have the Sneak Attack class feature, you can potentially inflict additional damage even if you have used Sneak Attack on your current turn.
Spawn Daggers (item ability): Create 2 daggers in your inventory. When you reach 11th level, you can instead create 3 daggers. These daggers disappear after a long rest.
Unresolved bug: The third instance of the Blade Least Expected action appears in the Common area of the hotbar instead of the Temporary area (the small one on the right that appears when the character is allowed certain on-the-fly actions).
Aerial Acrobat's Anklets
This pair of gold leg jewelry literally improves the wearer's mobility by leaps and bounds.
Traceur (item property): While you wear this well-made pair of lightweight boots, you add 3 meters to your movement speed. At 5th level, you double your Jump distance. At 8th, you no longer suffer damage from falling.
Thief-Acrobat (item property): You gain a +2 bonus to Acrobatics checks. At 11th level, you gain Advantage on Dexterity saving throws.

Gur Maiden Armours
Visuals: For body type 1 of the human-sized races, githyanki, dwarves, halflings, and gnomes only.
Moonmaiden Headband
This headband, traditionally worn by nobility in the Unapproachable East, was blessed by the clergy of the Moonmaiden.
Blessings of Selûne (item property): The Moonmaiden confers gifts upon the wearer to help them spread the ideals of acceptance and tolerance. At 5th level, you gain Advantage on Religion checks. At 8th, you gain Advantage on Persuasion checks.
Pierce the Darkness (item property): While wearing this circlet or helmet, you can see through magical and non-magical darkness, and cannot be Blinded. At 11th level, you can cast true seeing once per long rest.
Gur Maiden Armour (3 variants)
This armour honours the two maidens who, according to folklore, escaped captivity as songbirds and founded the Gur people.
Scars of the Gur (item property): The Gur have endured hardships and discrimination for hundreds of years, which have left generational scars. While you wear this dress, you gain the following abilities: Scar of the Sirocco, Scar of Fury, and Scar of the Sand Eclipse.
- Scar of the Sirocco (passive ability): This character's attacks may apply Prone if its hit points are less than 90%.
- Scar of Fury (passive ability): Score a Critical Hit when your health is lower than 40%.
- Scar of the Sand Eclipse (passive ability): Your attacks deal 4d8 additional Slashing damage when your hit points are at 20% or lower.
Monster Hunter Gear
Visuals: For all body types except where indicated.
Monster Hunter's Circlet
Elegant enough, though simplistic, and scented acrid as anything.
Hunter's Lore (item property): While you wear this circlet, you gain a +2 bonus to Arcana, Nature and Religion checks. When you reach 5th level, you can cast hex once every short rest. At 8th, you gain Advantage on Perception checks. At 11th level, you can cast true seeing once per long rest.
Monster Hunter's Garb
Rugged, practical clothes made for adventuring.
Scars of the Gur (item property): The Gur have endured hardships and discrimination for hundreds of years, which have left generational scars. While you wear this dress, you gain the following abilities: Scar of Mirages, Scar of the Agave, and Scar of the Sand Eclipse.
- Scar of Mirages (passive ability): This character's attacks may apply Confused if its hit points are less than 90%.
- Scar of the Agave (passive ability): When this character is struck by a melee attack while at less than 60% of their hit points, the attacker takes 2d8 Piercing damage.
- Scar of the Sand Eclipse (passive ability): Your attacks deal 4d8 additional Slashing damage when your hit points are at 20% or lower.
Visuals: For body types 1 and 2 of the human-sized races, halflings and gnomes only.
Monster Hunter's Armour
A full suit of chain-and-scale armour that does not sacrifice protection for stealth and agility.
Scars of the Gur (item property): The Gur have endured hardships and discrimination for hundreds of years, which have left generational scars. While you wear this dress, you gain the following abilities: Scar of Dark Thirst, Scar of Fury, and Scar of the Sand Eclipse.
- Scar of Dark Thirst (passive ability): This character's attacks may apply Bleeding if its HP are less than 90%.
- Scar of Fury (passive ability): Score a Critical Hit when your health is lower than 40%.
- Scar of the Sand Eclipse (passive ability): Your attacks deal 4d8 additional Slashing damage when your hit points are at 20% or lower.
Monster Hunter's Gloves
These supple gloves provide both flexibility, protection, and a mighty boost to a warrior's combat skills.
Enhanced Monster Hunting Skill (item ability): While you wear these enchanted gauntlets, you gain a +1 bonus to attack rolls. The bonus increases to +2 when you reach 8th level.
Enhanced Tactile Sensation (item ability): When you reach 5th level, you gain a +2 bonus to Investigation and Sleight of Hand checks. At 11th level, you gain a +2 bonus to your Dexterity score.
Monster Hunter's Boots
Made of tough, well-worn leather, these boots have survived years of use, and can survive many more.
Relentless Pursuit (item property): While you have these footwear on, you gain Genial Strider. At 5th level, you gain Advantage on Survival checks. At 8th, you can Click Heels as a bonus action to Dash.
Genial Strider (passive effect): The wearer's Movement Speed is unimpeded by Difficult Terrain.

All Gur weapons have the following ability:
Supernatural Slayer (item ability): You have Advantage against Aberration, Elemental, Fey, Fiend, Monstrosity and Undead type enemies.
Monster Hunter's Skene
A traditional monster hunter's weapon capable of taking down the fiercest prey.
Monster Hunter's Shamshir
A traditional monster hunter's weapon capable of taking down the fiercest prey.
Monster Hunter's Arbalest
A traditional monster hunter's weapon capable of taking down the fiercest prey.
[1] Races of Faerûn, p106. Wizards of the Coast, Inc., 2003.

The self-appointed deliverers of justice and righters of wrongs, the Order of the Gauntlet is a militarized religious organization composed primarily of clerics, monks, and paladins of the lawful (and mostly good) gods of the Faerûnian pantheon.
The Order's enduring goals are to be armed, vigilant, and ready to smite evil, enforce justice, and enact retribution. This means identifying threats such as secretive power groups and inherently evil creatures, watching over them, and being ready to attack the moment they misbehave.[1]
Helmets

Helm of the Necrovenator (A)
These helms were first commissioned by the Church of Lathander to fight the vampire infestation of Merrydale (now Daggerdale) in the Year of the Pauper (598 DR). They have been especially effective in the hands (or on the heads) of Kelemvorian Doomguides and Necrobanes, and Lathanderite Morninglords.
Hunter in the Dark (item property): While you wear this helm, you gain Darkvision, you can see through magical and non-magical darkness, and cannot be Blinded. When you reach 5th level, you can cast see invisibility with it. At 8th, you gain Advantage on Perception checks. At 11th level, you gain a +2 bonus to your Wisdom Score.
Helm of the Gilded Eye (2 variants) (B1, B2)
Founded by a former Knight of the Gauntlet named Javen Tarmikos, the Order of the Gilded Eye believes in the total eradication of fiends and their mortal servants. Helms of this type were created to aid in anti-demonic inquisitions across the Sword Coast North.
Unceasing Vigilance (item property): While you wear this helm, you gain Superior Darkvision and are immune to sleep effects. When you reach 5th level, you can cast detect thoughts once every long rest. At 8th, you gain a +2 bonus to Insight, Investigation, and Perception checks. At 11th level, you gain a +2 bonus to your Charisma Score.
Skullcap of the Golden Sun (C)
Cloistered monks of Amaunator, god of order and the sun, wore these metal skullcaps during times of strife. Part of its enchantment was to stay in place on the wearer's head no matter how much they moved about.
Light of the Law (item property): While you wear this skullcap, you can toggle on Amaunator's Golden Light. At 11th level, you gain a +2 bonus to your Wisdom Score.
Amaunator's Golden Light (item ability): Infuse your skullcap with an aura of light. While Amaunator's Golden Light is on, you and any allies within its light can see through magical and non-magical darkness, and all enemies become Vulnerable to Radiant damage. At 8th level, you and your allies gain Resistance against Necrotic damage.
Armours

Justicar's Breastplate (A) / Justicar's Plate Armour (B)
The clergy of Tyr the Even-Handed uphold justice with armed vigilance and benevolent might. Tyrran clerics and paladins wear these gleaming armours to let lawbreakers and evildoers know that their end is nigh.
Justice for All (item property): While you wear this armour, you can grant sanctuary once per long rest. When you reach 5th level, you can use Eternal Devotion once per long rest. At 8th level, you gain Advantage on Insight checks. And at 11th level, you can cast smite the guilty.
Eternal Devotion (item ability): Say a prayer to your deity or recite your oath to regain a channel charge.
Smite The Guilty (item ability): Deliver Tyr's final verdict. Smite your target with holy light, inflicting Holy Flame on a hit, preventing it from turning Invisible and possibly Blind them.
Armoured Battle Cassock (C)
These traditional monastic robes with metal pauldrons and vambraces were first developed by warrior-monks of Clangeddin Silverbeard, dwarven god of war.
Old Habits Die Hard (item property): While you wear this robe, you gain the Unwavering Bull ability. At 5th level, the enchanted armguards reduce any damage to you by 2 points. At 8th, it grants you a +1 bonus to your Armour Class. At 11th level, you gain immunity to Critical Hits.
Unwavering Bull (passive effect): You cannot be pushed against your will and you have an Advantage on Saving throws against being Restrained.
Accessories
Gauntlets of True Devotion (2 variants)
Devotees of Torm, God of Duty, believe that evil could never be truly defeated without acts of mercy, compassion, and altruism: to heal the sick while vanquishing those who would cause pain and suffering, to lift up the downtrodden while eliminating their oppressors, to defend the defenseless against those who would conquer them.
To Serve and Protect (item ability): While you wear these gauntlets, you gain the Unflinching Protection ability which you can use once per short rest. When you reach 5th level, you can cast beacon of hope once per long rest. At 8th level, you can cast freedom of movement once per long rest. And at 11th level, you can cast globe of invulnerability once per long rest.
Unflinching Protection (passive ability): When a nearby ally is targeted by an attack of any kind, you can use your reaction to make that attack automatically miss.
Ring-Gloves of Might
The rings on these gauntlets were forged by clerics of Tyr. Any target damaged by a punch bears a little imprint of a hammer from the blow until the damage is healed.[2]
Balanced Scales (item property): While you wear this pair of gloves, you gain a +1 bonus to unarmed Attack Rolls and +1d4 Bludgeoning damage to unarmed attacks. At 5th level, the damage also applies to Throw Attacks and attacks made with Improvised Weapons. And at 11th level, you can cast heal once per long rest.
Boots of Athleticism (2 variants—leather and metal)
As the god of athletics and vitality, Lathander bids his clergy to be always at the peak of their physical fitness. This pair of blessed boots enhance their already impressive feats of strength and speed.
Athleticism (item property): You gain a +2 bonus to Athletics checks.
Traceur (passive effect): While you wear this well-made pair of lightweight boots, you add 3 meters to your movement speed. At 5th level, you double your Jump distance. At 8th, you no longer suffer damage from falling.
Mantle of the North Wind
Bahamut, draconic god of justice, also holds dominion over winds. It is said that a gentle puff from the Platinum Dragon protects against other dragons' breath weapons, and that a single beat of his mighty wings can cause a terrible storm.
Platinum Zephyr (item property): While you wear this cloak, you gain absorb elements. When you reach 5th level, you can cast ride the winds. At 11th level, you gain fly as a movement mode.
Disc of Elysium
This shield has been in the holy armoury of the Loyal Order of Innocents since the mid-14th century DR, a knightly order devoted to both the crown of Tethyr and the Church of Torm. It's believed that it was forged in Elysium, the outer plane of pure good and a term of endearment.
Shield Bash (item property): 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.
Shield of Innocence (passive effect): While you wield this shield, you are constantly surrounded by a protection from evil and good spell.
Shield of the Devout
The rallying forces of good can never be pushed back, and this shield would protect those who stand against the encroaching forces of undeath.
Armour Class: +3
Shield Bash (item property): 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.
Necromantic Evasion (passsive ability): When you fail a Saving throw against necromancy spells or spells cast by undead foes, you can use your reaction to succeed instead.

Platinum Champion's Cudgel
Forged by dragonborn smiths for the Platinum Cadre, this warhammer grants the wielder access to a tiny portion of the mighty metallic dragons' breath weapons.
Impetus Metallicae (item ability): When you reach 5th level, the weapon grants you the Bronze Repulsion and Brazen Slumber weapon actions. At 8th level, it grants the Cupric Lethargy and Aurum Enfeeblement weapon actions. And at 11th level, it grants you the Argent Paralysis weapon action.
- Brazen Slumber (weapon action): Strike your foe with a fiery attack and incapacitate them.
- Bronze Repulsion (weapon action): Push your target back 6 meters with a lightning strike from your weapon.
- Cupric Lethargy (weapon action): Slow your opponent down with a vitriolic attack.
- Aurum Enfeeblement (weapon action): Sap your foe's strength as you burn them.
- Argent Paralysis (weapon action): Paralyse your target with a freezing attack.
Forged by azer servants of Moradin within the Dwarffather's realm of Erackinor, celestial axes are mighty weapons employed by dwarven clerics and paladins against evil.
Radiance of the Seven Heavens (item property): With this weapon, you gain Advantage on attacks against fiends and undead creatures. It also grants a +1 bonus to attack rolls and +1d4 Radiant damage with each successful hit regardless of the target's creature type. The attack bonus increases to +2 at 5th level and +3 at 11th level.
Profane Scourge (weapon action): Strike with subjugating fury, adding your proficiency bonus to the damage roll. If you hit a Fiend or Undead creature, deal an additional 2d6 Slashing damage and possibly Bane it.
Truesilver Mace
A mithral mace forged by the clergy of Berronar Truesilver, the Revered Mother of all dwarves. Her clerics, the faenor, act as guardians and protectors of dwarven delves.
Mithral Weapon (item property): This weapon weighs half as much as the regular steel version and gains the Finesse property if it doesn't already have it.
Warden of Vitality (item ability): While this aura lasts, you can cast restore vitality as a Bonus action to heal yourself or nearby allies by 2d6 hit points.
[1] Adventurer's League Player's Guide version 5.1, p8. Wizards of the Coast, Inc. 2016.
[2] Magic of Faerûn, p146. Wizards of the Coast, Inc. 2001.

The deserters spun tales of a heroic withdrawal after Zariel's fall and covered up the truth of their shameful escape and abandonment of their comrades. In the years that followed, these "Hellriders" were glorified by the people of Elturel and their ranks grew because of their unearned reputation. Current-day Hellriders, however, could be considered paragons of justice and virtue—they remained oblivious to the lies that built their company until the fall of Elturel.

Hellrider Cataphracts were heavy cavaliers who rode into battle astride strong destriers in full barding. A charging line of mounted Cataphracts could decimate an entire battalion of phalanxed merregons.
Hellrider Cataphract Helm
Horse Whisperer (item property): While you wear this helmet, you can cast speak with animals once every long rest. When you reach 8th level, you gain a +2 bonus to Animal Handling and Survival checks.
Helm's Boon (item property): At 5th level, you can cast see invisibility. At 8th, you gain a +2 bonus to Perception checks. And at 11th level, you gain immunity to Critical Hits.
Hellrider Cataphract Armour
Prime Aegis of Fire (passive ability): You have Resistance to Fire damage and cannot be Burned. You take 3 less damage from all sources.
Ride to the Devil (item property): At 5th level, while you wear this armour, you gain Resistance against Poison damage. At 8th, you cannot be Paralysed, Stunned, or Restrained. At 11th level, you gain a +2 bonus to your Strength score.
Hellrider Cataphract Gauntlets
Helm's Protection (passive ability): When you heal another creature, it gains Resistance to Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks.
Light of the Righteous (item property): While you have this pair of handwear on, at 5th level, your weapons deal an additional 1d4 Radiant damage with a successful hit; this damage bonus increases to 2d4 at 11th level. At 8th level, you also gain a +1 bonus to attack rolls.
Hellrider Cataphract Sabatons
Stay on the Saddle (item property): While you wear these enchanted boots, you cannot be forcibly moved by a foe's spells or actions, and you cannot be knocked Prone. At 5th level, you can use the Bucking Horse ability. At 8th, you no longer suffer damage from falling.
Bucking Horse (item ability): Launch a flying kick that pushes the target back 2 meters and knocks it Prone.
Coursor Gear
Named after the fast and agile coursers that they rode, Hellrider Coursors were light cavaliers tasked with skirmishing and flanking around enemies, and shooting down any flying creatures (many devils, unfortunately, are winged). They were also renowned scouts and trackers.
Hellrider Coursor Helmet
Horse Whisperer (item property): While you wear this helmet, you can cast speak with animals once every long rest. When you reach 8th level, you gain a +2 bonus to Animal Handling and Survival checks.
Helm's Boon (item property): At 5th level, you can cast see invisibility. At 8th, you gain a +2 bonus to Perception checks. And at 11th level, you gain immunity to Critical Hits.
Hellrider Coursor Leather Armour
Prime Aegis of Fire (passive ability): You have Resistance to Fire damage and cannot be Burned. You take 3 less damage from all sources.
Ride to the Devil (item property): At 5th level, while you wear this armour, you gain Resistance against Poison damage. At 8th, you cannot be Paralysed, Stunned, or Restrained. At 11th level, you gain a +2 bonus to your Dexterity score.
Hellrider Coursor Bracers
Helm's Protection (passive ability): When you heal another creature, it gains Resistance to Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks.
Light of the Righteous (item property): While you have this pair of handwear on, at 5th level, your weapons deal an additional 1d4 Radiant damage with a successful hit; this damage bonus increases to 2d4 at 11th level. At 8th level, you also gain a +1 bonus to attack rolls.
Hellrider Coursor Boots
Stay on the Saddle (item property): While you wear these enchanted boots, you cannot be forcibly moved by a foe's spells or actions, and you cannot be knocked Prone. At 5th level, you can use the Bucking Horse ability. At 8th, you no longer suffer damage from falling.
Bucking Horse (item ability): Launch a flying kick that pushes the target back 2 meters and knocks it Prone.
Weapons and Shields
All Hellrider weapons have the following ability:
Fiendslayer (passive effect): While you wield this weapon, your attacks with it have Advantage against creatures of the Fiend type. You also gain a 1d6 bonus to damage rolls against such creatures.

Wielded by the fallen paladin Aribeth de Tylmarande after her soul was rescued from Cania—the frigid realm of the archdevil Mephistopheles—this sword was forged to resemble the one she owned before her execution (including a heavily stylized version of the Neverwinter Eye).
Damage: +1d4 Fire
Hellflame Cleave (weapon action): Spew hellish flames and strike your foes.
Note: The hellfire mechanic is still currently bugged. Fire resistance and Fire invulnerability are still effective against hellfire.
Elturan Charger's Flail
Typically used by mounted warriors against infantry, this horserider's flail can instantly breach any kind of defensive formation.
Thunderous Smite (weapon ability): Your melee weapon rings with thunder as you strike, pushing your target 3 m away and possibly knocking them Prone.
Elturan Cavalry Sabre
In the hands of a skilled rider, this single-edged curved sword could devastate unmounted troops with sweeping cuts. The magic within this sword greatly expands the arc of its attacks.
Whirlwind Attack (weapon action): Strike out at all nearby foes, making separate Attack rolls against each target.
Elturan Skirmisher's Shortbow
These recurved bows are powerful for their size. Its enchantment allows the archer to possibly disarm their target.
Disarming Attack (weapon action): Focus your shot on your foe's hands and possibly force them to drop the weapons they are holding.
Bulwark of the Sacred Shrike
This heavy shield is a minor artifact that was once wielded by various members of the Most Holy Order of the Sacred Shrike—renowned demon-slaying knights from the nation of Impiltur. Its powerful magic is equally effective against devils and most other denizens of the Lower Planes.
Shield Bash (item property): 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.
Aura of Defense Against Fiends (passive effect): A creature of the Fiend type gains Disadvantage on melee Attack Rolls against you and any allies within 3 meters. An affected character of 5th level or higher also gains Advantage on Saving Throws against being Charmed or Frightened.

Procurement/Acquisition
Tutorial
- Cartilaginous Chest a.k.a. the Tutorial Chest - all items (you can also summon the tutorial chest)
- Arron (Emerald Grove, Act 1) - all items
- Gandrel (Sunlit Wetlands, Act 1 / Gur Camp, Act 3) - Gur items
- Blurg (Ebonlake Grotto, Act 1) - Society of Brilliance items
- Corsair Greymon (Grymforge, Act 1) - Flameshade items
- Quartermaster Talli (Last Light Inn, Act 2) - Harper items
- Dammon (Last Light Inn, Act 2) - Hellrider items
- Bumpnagel (Angleiron's Cellar, Act 3) - Ironhand items
- Danthelon (Danthelon's Dancing Axe, Act 3) - Harper items
- Arkleia Oloril (Wyrm's Rock Fortress, Act 3) - Flaming Fist items
- Vicar Humbletoes (Stormshore Tabernacle, Act 3) - Order of the Gauntlet items
- trader's projection (Sorcerous Sundries, Act 3) - Cowled Wizard items
- Dammon (Forge of the Nine, Act 3) - Hellrider items
- Koll the Red (Watch Citadel, Act 3) - Watch items
Item UUIDs (for use with the Script Extender Console)
Container Boxes
- Armoury Chestaf3e79ff-70cc-45ea-a3ba-64fc3640cf42
- Harper Arming Chestd24b01be-16cc-47eb-aa57-622c9825a64f
- Flaming Fist Arming Chest 56812d8f-1584-45a4-a8e9-09fc07dc8361
- Guild Arming Chest0344cfef-bc24-4935-ab03-c63be45d36ad
- Ironhand Arming Chest12bb65c9-f98c-4162-b297-aff819c3c8e1
- Flameshade Arming Chest318dfd4b-a034-4e0c-b387-5a6a080a82b8
- Watch Arming Chestc9e7123e-b3d7-47c3-bc60-351ebeb76469
- Cowled Wizard Arming Cheste787d63b-f5c0-4b9a-aa36-50f24ddf5951
- Society of Brilliance Arming Chest6e51f26d-fc78-421d-98f8-48a1570b270c
- Gur Arming Chest803fc51f-fa44-41f1-91f3-842b802659f9
- Gauntlet Arming Chest65621557-e7f6-465d-aeff-38af7d15d840
- Hellriders Arming Chest6d6873f1-ac1e-4a1d-8512-046ddf0d9e74
Harper Items
- Headband of the Lorebinder32a30659-4c6a-4b45-8a68-f604cb6632f3
- Harper Pin A221ff3e9-65ec-4650-bfe9-4f2450fd9375
- Harper Pin B43a8bc22-ceb0-4fad-9b1c-be3bc63bf63f
- Harper Pin Cc75112ea-e224-4058-938b-0e2dd0dfd2f6
- Harper Mage Robe A9233630b-ed36-4436-8461-8cae4111b432
- Harper Mage Robe B2a63bb5e-76e8-43a4-abf1-66c85d0d4efc
- Harper Scout Leathers A6d14272e-6757-4820-bfb3-2e314b0af13f
- Harper Scout Leathers Bca3dbbd0-434f-42f4-980b-66d2ea9e30c9
- Harper Priest Mail4af0b0b0-55d4-4319-af64-dd38773f33e5
- Laeral's Spell Shieldfdeb3cdc-ee26-45c5-b4c3-a5595131ebf2
- Silver Short Showrd of Githa5e66d5b-d826-4531-9072-7874b52ff3bc
- Main-Gauche of Vigilant Defensea65b9ca6-1fca-4be1-9543-60c5d7c4c272
- Netherese Blast Scepter82ac7e89-22ba-4102-8e18-3c4e307ffa6c
- Crossbow of Distance5ccce679-b18c-454d-bb0d-fea733ef23f9
- Blade of the Betrayer1247ec3d-54e7-4b18-9fc7-126ba1935b7f
- Thunderhead Mordenkrad20dcece3-b0c1-424d-b980-1a8dd5f13f01
- Scimitar of Speedd5e84791-4eda-4604-a404-41e7a0c03da8
- Cape of the Mountebank938127bc-f531-44fd-b979-8818e72c73a2
- Bracers of Blinding Strike1086189a-5e6e-47c5-ba62-f2f300cd6eef
- Bracers of Elvenkind5cbe2860-7f4b-4b65-b712-a185594e6c94
- Boots of Striding and Springing38d4d565-d994-4344-bd7b-770bc05775a4
- Cloak of the Bat A37a6b8c3-ec5f-46eb-a7b8-45dd31190d95
- Cloak of the Bat B010212d7-c273-4622-b6d7-8246b3d455e7
- Drum of Befuddlement0f233125-8e40-45d5-abcc-f020328318f3
- Flute of Securityf32de210-cffb-4b5f-a2b7-26c970fa8054
- Lute of Paralysis99d9ecc9-7fb4-4d82-9a9f-7bfae68d52c0
- Lyre of Succor52a7ee86-fa22-44a2-bd47-a61081f41dc0
- Violin of Escapeec70b2d5-e012-42f7-9505-8c4a605ac38a
Flaming Fist Items
- Flaming Fist Mage Headband2b595c7c-746b-4d90-9fe6-4345a9f4d588
- Flaming Fist Visored Helm A7c642964-960c-48a2-8fd8-8f5fad69898a
- Flaming Fist Visored Helm B6c484701-c747-42d8-a842-5f9891d699db
- Flaming Fist Open-Faced Helm023fe1ae-e092-404e-bcb9-28c96bfe72b4
- Flaming Fist Mage Robe8b820a1f-6a4c-4c88-ba27-947a89286464
- Flaming Fist Leather Armour0ade2c89-c5eb-47a9-978b-2670b5df7704
- Flaming Fist Scale Armour2ebccece-cb03-4fb5-a254-fe7d32b32176
- Flaming Fist Half Plate Armour A3c7227be-f845-42c1-9f45-de3425af6d51
- Flaming Fist Half Plate Armour B935765c2-d56e-49e7-96a2-6e0f1da9dbbb
- Flaming Fist Chainmail Armour5e1b0bad-a376-4877-aad3-b36dea3fdad0
- Flaming Fist Leather Gauntletsc67559df-9c8f-42eb-9718-531b9b57f7b6
- Flaming Fist Scale Gauntlets896d050d-465a-4020-87ea-ee848629225e
- Flaming Fist Plate Gauntlets1690f8bc-cb2a-4c80-b188-5c368ed9394f
- Flaming Fist Reinforced Gauntlets65d54780-e44c-4ea8-ad62-299d26fe3971
- Flaming Fist Leather Boots4d9278d0-24c2-4037-a6e0-08a8fb200b27
- Flaming Fist Scale Bootse536b1f1-3f79-423e-aa61-a262cf1edee8
- Flaming Fist Plate Bootscdad4c26-cd18-435e-b15e-cc7cbf75a173
- Flaming Fist Chainmail Boots2a27b61a-4ab9-4912-9078-30a3bfe2e065
- Flaming Fist Badge7640b3bf-7ee0-4039-8ac2-3f03d7c1fcd7
- Flaming Fist Shield of Incombustibility06310064-6ec1-4256-abc1-351b36d581e4
Guild Items
- Mask of the Deceiver738facf3-da82-49a8-a40f-470e5e1ed098
- Guild Bodyguard's Ferronnière476f0ba2-6e65-4f85-a472-1f2e9d79a50e
- Guild Assassin's Hood81593c24-b68c-4527-854a-5da7b6f37ae7
- Guild Fence's Monocle14f11a87-c47f-4fdf-8969-aab004dffe75
- Guild Breacher's Toolsea3c0688-354f-4a44-8af9-8dc491587b55
- Guild Enforcer's Armour Ac221410e-e7f2-494d-ba49-cdf5a70a067f
- Guild Enforcer's Armour B3876ce71-8aa5-4dc2-be87-7daac9861e5b
- Guildmaster's Gilded Armour202f1010-f906-43f5-a674-1f36a0c6a47a
- Guild Cutpurse's Gloves5c31a32a-4824-4798-986c-13be36f9a817
- Guild Footpad's Boots5c56bbfd-ed55-45bb-b177-bdb619d52878
- Wraith Cloakb5f22906-ba7f-41b3-a598-cadb4af4ae2c
- Imvris Stiletto0740bd67-af76-44fe-82f0-73e402d8cd56
- Stalker's Hand Crossbowa9cba36d-49f2-48fc-84fd-a2912887f4fc
- Ambusher's Hand Crossbow68e55aad-23dd-407d-ae52-7b74014b1366
- Adamantine Crowbar49179456-ef07-432d-a107-7eb25f8e845d
Ironhand Items
- Jansen Spectroscope A47446b8f-bbbc-4e67-ba3f-8794acefc85c
- Jansen Spectroscope Bae862c6e-843b-4c00-8026-40321667d485
- Jansen AdventureWear Mk XXIV0251605f-0de0-40eb-96c4-6480e52b7abd
- Jansen TechnoGloves84e0140c-6b2a-44f1-99b1-6a324475c61b
- turnip970d24e1-7e3f-4534-9b65-980ec1759b4e
- Flasher Launcher Mk IIc6d3d2ef-adb4-4837-819b-4fc17134f065
- Flasher Master Bruiser Boltef4f5a93-9d4a-4363-95a6-3548cb2a9929
- Stoneblessed Armour A87067083-0f26-4c8a-8356-7c2829c86d20
- Stoneblessed Armour B80f6562b-2ec6-430d-b3e4-1582ca6dee9d
- Earthcaller Amuletfe01602e-f8cf-4cc2-b44a-dbbc8be9de1c
- Breachgnome Bootsec481623-ddfa-41e0-85c0-b8b3a35dfe28
- Blingdenstone War Pick21d3522d-1ecb-4c75-9395-ed3804f8e34f
- Sapper's Satchel A4c93d8be-9066-4213-b20b-00988047973e
- Sapper's Satchel Bad3c1797-7211-43b1-951b-ef2f2285f456
- Ironhand Flash Grenade457c8658-06ee-4119-9a3b-aa151b5278d9
- Ironhand Phosphor Bomb0c3e08dd-0e35-4368-962a-97c97a589e8b
- Ironhand Petardb09e6d22-5bd9-4658-aaae-ca59755b86a2
- Ironhand Clanging Hammerb3f7fe16-03d8-484d-b9be-2ef583bd544a
Flameshade Items
- Mind Master's Maskbbf3456d-3529-4f59-85cf-8920bcd1a723
- Mind Master's Psychometabolic Gambeson7d683071-91bf-48dc-b52b-ad22363f77e2
- Kavalrachni Chitin Armour68c15b85-9847-445a-a392-e2b8c55af7ca
- Stone Guard Mail8d9fcd44-30f6-465f-bfc7-981d35bd0747
- Duergar Warlord Armour1d861c14-2734-4100-bfc4-4e97ba6f5125
- Adamantine Bracers6f1f681f-1314-4747-b43a-f4aa7f3244b2
- Adamantine Gauntlets108d7c10-1b56-4989-9552-863d8e4977b4
- Adamantine Sabatons1161d1c0-b111-44bd-b2f5-8bb1d163d3fb
- Duergar Vanguard Shield6b9eb9a1-c27a-4ade-acb4-3eed781c8055
- Duergar Phalanx Shield13091305-99e5-415e-9f62-1c279d5c300c
- Mind-Poison Daggerbff00b20-caf5-4f16-8deb-6be06be22b11
- Spider Fang255459da-dcc8-4a6c-a426-580cea01723b
- Psionic King's Knife234e5d62-212d-4587-ad37-1a0745865001
- Fire Lancec5c9ff06-10e3-45a6-bfdb-9d5ff6ffaa93
- Psychic-Attuned Hammer24f1f0d4-2248-4a05-9fa4-4aa3a2783e03
Watch Items
- Watch Officer's Light Sallet A62268100-6d4d-45f2-8c17-0b4db614e121
- Watch Officer's Light Sallet B308cdc5e-01d9-4059-95f9-d7a6a81eccf6
- Watch Knight's Visored Bascinet A187bd498-a924-4319-8f9b-79490d0c4b4c
- Watch Knight's Visored Bascinet B36ac9a7e-99ea-452c-a9d7-c52c904a6b64
- Watch Rookie's Gambeson0d04e932-5315-45a8-9e20-c63ef664e45c
- Watch Officer's Gambeson79bd4d4c-e185-4a04-af49-abd8e78a8931
- Watch Knight's Breastplate585297f8-91f8-4c3e-8022-0bf97b4a4be1
- Watch Gauntletsd3abbf56-a790-43d4-ba30-722e20e88e1a
- Watch Greaves49d20145-da3a-40a5-98b7-89e180b2b5dc
- Watch Vigilant's Halberd7392100d-8831-402e-9df2-e96502f752a7
- Watch Guardian's Beidhander48b3cbdf-9bbd-4435-8a39-6a831e006d93
- Watch Enforcer's Half-Pikeaebe867e-a369-4a16-a593-cf47ac7cc760
Cowled Wizard Items
- Circlet of Intellectual Resolvef6b49840-1cff-4951-81f0-c44ee1927719
- Cowl of the High Enforcer Ae0d5f54a-c974-4a24-bf38-69ba4d4b5a4d
- Cowl of the High Enforcer B80b710da-4252-4319-be75-a9a43aba550d
- Guild Mage Suitd38f2c0f-c65e-4259-bdbe-72443e0f4f4f
- Guild Mage Dress691f923d-8e59-453f-b90a-80cb06cc7a4b
- Gloves of Warding5b2cbe93-3412-44c9-b919-f7b2cd2a7f40
- Boots of the Witch Hunterefd76c9d-a0f0-429a-a56a-9562b7b1e5e2
- Censor of Athkatlad577f530-9041-4a38-8a8a-098c548acd87
Society of Brilliance Items
- Society of Brilliance Robe A4f37b7cb-a81b-4cfe-9d81-82e3c53c427b
- Society of Brilliance Robe Bf5e797a5-e0cf-41cb-9163-5bb948cf62d7
- Society of Brilliance Robe C27dd0b0a-db9d-4531-876d-27e31ced7a12
- Illithidwrought Vambraces215ce964-f980-41b0-ae02-f4760524a880
- Illithidwrought Greaves93296b63-2301-4203-b58a-2fd12bcced6e
- Amulet of Sweet Airb23c7489-9ec4-4dbd-9f58-695180631cf8
- Barnacle Shield of Mahkloompahn Devotion691ad0fa-0825-4f91-bd77-9d704c966fda
- Staff of Mindbogglementca722054-d622-415d-99d0-6dd1f7f46620
- Staff of Psychic Retaliation2dfbf24a-7df6-4e8c-92e3-ebd5a88701a9
Gur Items
- Fortune Teller's Diademfb602fb7-7b88-48cb-9d8c-cd138934c30c
- Revel Dancer's Dresse23e7527-d006-4dca-af29-29cd16d6c6e9
- Dagger Thrower's Bracelets67995617-0f93-48ac-a125-5f864bfc8e47
- Aerial Acrobat's Anklets4a3811d8-b93d-4783-b96f-d16de344efc7
- Moonmaiden Headbanda5a2538c-7b8b-48aa-b569-9fda623843cb
- Gur Maiden Armour Ab8364082-9719-4f47-8441-7b0237013726
- Gur Maiden Armour Ba56f6471-e965-436b-ac72-31a0ff3bdb06
- Gur Maiden Armour C536e70fd-a01f-4a67-bddc-96df6bdeddca
- Monster Hunter's Circletf6955a73-497b-4596-9382-d1c6473fff8c
- Monster Hunter's Garbe2ba3903-2416-4cdc-8a60-e4f10c0cb9b6
- Monster Hunter's Armoura7751d0f-a510-4a37-8176-c02dd6541ef0
- Monster Hunter's Glovesabdcc7a4-db92-4eca-8afc-6b180ce861aa
- Monster Hunter's Boots5463980a-1b7f-42a4-871d-15fc66a7c5cb
- Monster Hunter's Skene4db6c876-15ba-449a-aeab-e89fdf4d62cb
- Monster Hunter's Shamshircd6126ee-5b2a-449c-9203-c0518fe56e25
- Monster Hunter's Arbalestef9f17f7-6996-4fee-a775-dae8e19b5fdb
Order of the Gauntlet Items
- Helm of the Necrovenatorc309da16-88df-4c39-87fe-a3d9b3bf6fdd
- Helm of the Gilded Eye B13cd2ee35-e1ee-46e8-8572-e0e2ed9683ca
- Helm of the Gilded Eye B262583320-f101-4ece-a5df-45a1352840a4
- Skullcap of the Golden Sun6a7bedd0-3c4e-44f3-be40-188790eb6d28
- Justicar's Plate Armourf8831b30-9b72-4272-a3b2-0ee234e544ba
- Justicar's Breastplate29aba7f9-ee10-4b9e-a0c1-185f11781cce
- Armoured Battle Cassock14878c94-fcac-4402-a112-d2bedb3b8131
- Gauntlets of True Devotion A1f30b92a-8ac1-4139-968b-8fdb4801b5c7
- Gauntlets of True Devotion B878160bc-44ed-4c68-ba30-b668446d04b6
- Ring-Gloves of Might51a7d6d5-4b2a-4ff1-bcd7-5eca6960faca
- Boots of Athleticism A9f0c9608-9f19-4019-81a0-eac0805fd782
- Boots of Athleticism B9d0db4ff-e9ff-4d36-9bdb-8195dfaa04e9
- Mantle of the North Wind5b3081b8-a2fd-4641-a005-60f6bfa0aa75
- Disc of Elysium6acbf126-f742-4f7a-aeb0-42528dac7539
- Shield of the Devout02abcdce-eed4-427b-9c93-0fea49869784
- Platinum Champion's Cudgel6749ae1d-735b-4640-83f2-fc51b7896f66
- Poleaxe of Celestiae0c1a49d-2360-4358-9cc1-abfbe122c831
- Truesilver Macea3c94c8f-6b86-47ad-b53d-90b2ef08078d
Hellriders of Elturel Items
- Hellrider Cataphract Helm92df114a-772f-43a2-9813-7d7a032a1bc6
- Hellrider Cataphract Armour1e8a7239-1e93-43ec-8b3d-9cd9c5bb1b93
- Hellrider Cataphract Gauntlets8f6bd765-ad5e-431d-9a08-3883d5dda616
- Hellrider Cataphract Sabatons8aa10539-440d-41be-9bb9-ceb28432d605
- Hellrider Coursor Helmetac1cd566-727d-4cb2-995f-8dc14d1c1b35
- Hellrider Coursor Leather Armour1b4bfa1a-2439-49ce-b778-2862c24a77a3
- Hellrider Coursor Bracersb354a50e-a850-4333-b404-65eb24cb9141
- Hellrider Coursor Bootsaf9edca2-3a57-49bf-b5a5-6112fb79e0ba
- Hellfire Longsword7769f180-0056-4de8-a7ee-914e4f0a0b95
- Elturan Charger's Flail29a1ad16-1000-4a02-814a-821dec912d82
- Elturan Cavalry Sabre8660fba7-bc9c-4748-99da-8bc355eeff23
- Elturan Skirmisher's Shortbowd79d443d-a304-4d69-8927-08e3f733b8c3
- Bulwark of the Sacred Shrikedf77a57c-ed60-44f9-8095-66a324d4ab0c
Mod Installation
Tested with BG3 Mod Manager.
If you prefer a manual installation, add this to modsetting.lsx:
<node id="ModuleShortDesc">
<attribute id="Folder" type="LSString" value="ArmouriesOfTheAllegiant"/>
<attribute id="MD5" type="LSString" value=""/>
<attribute id="Name" type="LSString" value="Armouries of the Allegiant"/>
<attribute id="PublishHandle" type="uint64" value="0"/>
<attribute id="UUID" type="guid" value="75d0f89f-c212-4433-83fc-1d63bf7efb10"/>
<attribute id="Version64" type="int64" value="36591746972385280"/>
</node>
Acknowledgements
Norbyte for lslib
ShinyHobo for the Modder's Multitool
Laughing Leader for the BG3 Mod Manager
AnteMaxx for the Sample Equipment Mod, Custom Backdrops for Character Creation and Level Up and Invisible Head and Body



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