The Best Gloves In Baldur's Gate 3
These aren't just cool-looking.
Baldur's Gate 3 takes character building out of the class and race menus by giving you access to hundreds of armor, weapons, and jewelry that can be powerful enough to make whole builds around. Although most boots and gloves serve to give +1 bonuses to saving throws, some magical items can be otherwise game-changing.
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Gloves in Baldur's Gate 3 can take on many forms and armor types or otherwise just come with an ability, but are essential tools for getting the most out of your character. The best gloves are ones that directly strengthen the best aspects of your class or include traits that are easily exploited or downright deadly.
The Gloves of Soul Catching are a legendary pair of fist wraps that augment your unarmed attacks. While clearly built for monks, its ability can make any high-strength character turn their fists into registered weapons.
Other than adding a whopping 1d10 of force damage to your punches, which is a damage type that is almost never resisted, you also regain a flat ten hit points every time you make a successful unarmed attack. For monks, this means you will almost never worry about reaching zero hit points as long as there is a poor fool to punch.
These very rare gauntlets have a simple yet effective ability that turns its wearer's strength score to 23. This is important as the base stats for any player cannot exceed 20 without the use of potions or with magic items.
With a 23 strength score, the modifier becomes +6, which is higher than any humanoid creature and affects your attack bonus, damage bonus, athletics skill, strength saving throw, and carrying capacity. You can also use these gloves and reset your character's class to save all of your points for other ability scores while maintaining a 23 strength.
These hellish gauntlets are best for paladins or way of the four elements monks, as they are built for spellcasters that have a melee focus while directly improving unarmed attacks. With the bonus to spell attack rolls and spell save DC, paladins are much more likely to land critical spell attacks like smites while making it harder to save against their condition effects.
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Since they also add an additional 1d6 fire damage, it is another roll that gets doubled on crits, while making most weapons viable other than focusing on damage potential. Finally, the rays of fire spell attached give melee characters a great tool when needing a ranged option where a bow or crossbow would fall short, which is also given a bonus to hit from the gloves.
These gloves are best for making thrown weapons a viable strategy. While the additional 1d4 damage makes even daggers a strong weapon, you will now be able to keep all the weapons with the thrown property that have special abilities you sold or overlooked on your first playthrough.
Weapons like the Sussur Dagger, which you can get in Act One, silence targets that it hits, essentially eliminating spellcasters from the initiative. When you reach Wyrm's Crossing, you can combine the gloves with the Nyrulna Trident to create a deadly combo as you pin enemies to walls in an explosion of thunder and buffed damage.
One of the most satisfying reaction triggers comes from the Gloves of Missile Snaring, which reduces incoming damage of ranged attacks by 1d10 plus your dexterity modifier. For most ranged combatants, especially early on, this will nullify the damage even if they surpass your AC while essentially wasting their turn.
These gloves are best given to your melee fighters who are often the target of most enemies, and since the gloves have infinite uses you get the skill back every turn. For deadlier fights, this ability can even save your character and help you come out with barely a scratch.
These medium armor gauntlets are a cleric's dream, as they make unwinnable fights possible and stop the dreaded loading and reloading from a total party wipe. The best part of the gloves is the free casting of blade ward every time you heal a creature, which is essential when healing downed characters as they are usually likely to go right back down.
Related: Baldur's Gate 3: Best Healing Spells
The most overlooked ability of The Reviving Hands is the free casting of revivify, which saves you from buying revive scrolls and even gives you an excuse to sell them for a very high price. The free casting also lets you free up a prepared spell while saving on those precious third level spell slots.
These gloves seem underwhelming at first until you inspect their Circuitry Interface ability, which gives you advantage on all weapon attacks for ten turns per short rest, while also dropping lightning resistance and turning your creature type into construct.
While the resistance is a nice cherry on top, the attack advantage is a very strong ability and comes back fairly easily as you can short rest after every fight. You can even use the bard's Song of Rest to get an additional use. As for being a construct, you will no longer be able to be the target of spells like charm person.
Another simple effect that can be exploited, Quickspell Gloves turn your cantrips into bonus action spells, which gives you a free action to either cast an additional cantrip or any other spell or ability that requires an action.
This is a strong item for warlocks and wizards, who rely on keeping their spell slots intact and benefit the most from a short rest. Since cantrips scale with character level and become more dangerous as you do, these gloves make cantrip casting a viable strategy and will help rival even spells like fireball in the same turn.
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Matthew has been a lifelong lover of video games since he could first hold a controller, and among his favorites are narrative-heavy, singleplayer games like; Divinity: Original Sin 2, Elden Ring, Sekiro: Shadows Die Twice, and Hollow Knight. Matthew also plays tabletop games like Dungeons & Dragons, Pathfinder, and Call of Cthulu. He graduated from the University of North Texas with a bachelor’s in Sociology and minored in English.