Highlights
- Baldur's Gate 3 offers an array of powerful helmets that provide unique bonuses for players to enhance combat strategies.
- From extra Wild Shape charges to bonus HP for inspiring others, equipping the right helmet can turn characters into formidable allies.
- With a variety of effects like invisibility, bonus damage, and increased defenses, players can customize their characters for maximum efficiency.
Equipping Baldur’s Gate 3 players with the best gear can get tricky later, especially with the complete game experience offering more challenging midgame-to-endgame encounters for players. While helmets add some visual flair to a character’s overall fit, most also benefit characters with various effects. For players who want to kit their characters with the best gear, the right helmet can transform stylish characters into gameplay juggernauts.
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With the right Baldur’s Gate 3 helmets, characters can get access to special bonuses and even spells they otherwise need levels for. And with the game’s encounters getting increasingly more difficult as the plot progresses, players may need all the bonuses they could get. Without further ado, here are the best helmets in Baldur's Gate 3.
Updated August 8, 2024 by Rhenn Taguiam: With Dungeons & Dragons set to release its updated Player’s Handbook in September 2024, fans of the acclaimed TTRPG might be eager to see how its changes can provide a much-needed refresh to the hit tabletop experience. Players who can’t wait for the new updates may be able to scratch their D&D itch with an engaging playthrough of Baldur’s Gate 3 - especially one where they tinker with the game’s more intricate Helmets.
Among must-try Helmets that players should equip their characters include a circlet perfect for Githyanki, a circlet built to enhance a Monk, one of the best accessories for a Spellcaster, and a rather frightening mask whose powers are unlocked when worn by multiple characters.
1 Shapeshifter Hat
Allows Druids To Be More Tactical With Their Wild Shapes
Quality | Very Rare |
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Effects | Nature +1, Nature’s Embrace: Get +1 Wild Shape per Long Rest |
Location | Helsik, Devil’s Fee (Act 3) |
Wild Shape is one of the most fundamental aspects of a Druid’s , with Shapeshifter Hat providing that extra oomph to a Druid who wants to go out of their way to become a productive participant in combat. Thanks to Wild Shape, Druids can take on more practical forms to solve various situations both inside and outside of combat. However, the skill’s per-Long Rest limitation does pose the risk of Druids choosing to either not have the means to contend with foes with larger forms or to not have that perfect animal shape to scout areas or bypass security.
The Shapeshifter Hat bypasses this issue with a simple solution: give Druids another Wild Shape charge. As long as the Druid wears the Shapeshifter Hat, this extra charge is also carried over whenever they get Long Rests. This gives Druids much-needed versatility with their skills, as they can choose to Wild Shape inside and outside of encounters, or even Wild Shape twice to counter enemy combatants.
2 Cap Of Curing
Get Healed For Inspiring Others
Quality | Uncommon |
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Effects | Soothing Songs: Inspiring via Bardic Inspiration gives the wearer 1d6 Hit Points |
Location | Druid Grove (Act 1) |
A healer in a game like Baldur’s Gate 3 can guarantee the survival of the entire party, and the Cap of Curing further incentivizes their healing capabilities. This hat is in a chest close to the Tiefling bard Alfira’s original location inside the Druid Grove.
When used, the Cap of Curing gives Bards a much-needed restorative boost. Whenever they use Bardic Inspiration on an ally, they can also heal them for 1d6 HP. Despite its low healing numbers, just 1 HP should be enough to get a partner up and running to kill enemies or make a better recovery. With Bardic Inspiration being a resource Bards can restore, this can be much more efficient than a Potion of Healing.
3 Shadow Of Menzoberranzan
Add Extra Invisibility Options
Quality | Rare |
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Effects | Shrouded in Shadow: Become Invisible for 2 Turns (Short Rest, Concentration) |
Location | Treasure Room, Myconid Colony, Underdark (Act 1), Protecting the Myconid (Quest, Act 1) |
Players who have heard of the Forgotten Realms campaign setting have likely heard of Menzoberranzan, possibly the most popular Drow city in the Underdark. When players enjoying their Baldur’s Gate 3 gameplay enter the Myconic Colony in the Underdark, they’re tasked to eliminate Duergar roaming the area. This quest grants players access to the Shadow of Menzoberranzan, a hooded cowl that reflects the affinity of the Drow to the dangerous shadows of the Underdark.
When equipped, this Helmet gives players the Shrouded in Shadow Action. Using this turns players Invisible in an instant, broken only when they do anything activity that is another Action, when they Attack, or when they take damage. This Action does require Concentration and is only usable once every Long Rest.
4 Wapira’s Crown
Get Rewarded For Healing Others
Quality | Uncommon |
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Effects | Crowning Glory: After healing another creature, the wearer gains 1d6 Hit Points |
Location | Save the Refugees (Quest, Act 1) |
The Druids of Baldur’s Gate 3 boast quite an impressive aesthetic with their heavily nature-inspired designs, something Wapira’s Crown offers players as soon as they finish “Save the Refugees” in the Emerald Grove. With Druids being protectors of nature, Wapira’s Crown also helps players become more efficient support units.
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When equipped, Wapira’s Crown bestows upon players the Crowning Glory ability. These users will be healed for 1d6 HP whenever they heal another creature, making this a much-needed free heal. Its 1d6 HP worth of healing makes it a decent substitute for Potion of Healing without needing resources such as Actions and Consumables.
5 Birthright
CHA Boosts Fit For The Party’s Style
Quality | Very Rare |
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Effects | +2 Charisma |
Location | Sorcerous Sundries (Act 3) |
When players reach Sorcerous Sundries in the eponymous Baldur’s Gate, their spellcaster allies can equip themselves with some of the game’s deadliest wizarding armaments: with Birthright being exactly the kind of hat a pompous child of magic users would wear. Despite resembling quite the ornamental hat, the Very Rare Helmet comes with a straightforward effect: +2 CHA.
However, it comes with a not-so-obvious secondary ability, in that it also extends the wearer’s Charisma limit to 22. This makes the helmet extremely useful for CHA-reliant Classes, such as the Bard, Sorcerer, and Warlock, where this addition to Charisma can vastly improve the overall strength of their abilities.
6 Circlet Of Hunting
Multi-Hit Enhancements Can Facilitate Powerful Ranger Builds
Quality | Very Rare |
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Effects | Hunter’s Eye |
Location | Moonrise Towers |
Upon its purchase from Araj Oblodra in Moonrise Towers, players enjoying their Baldur’s Gate 3 gameplay may notice how the Circlet of Hunting does for buff-reliant attackers what Birthright does for CHA-based spellcasters. This Very Rare Helmet is a circlet befitting the lithe huntresses of Toril, whose reliance on the sounds (or lack thereof) of the forest allows them to become the deadliest huntresses in the land.
In the game, this translates to Hunter’s Eye, an ability that provides +1d4 to all Attack Rolls against creatures affected by Faerie Fire, Guiding Bolt, Hunter’s Mark, and True Strike. Despite its measly +1d4 Bonus, the fact that the bonus is added every time an affected enemy is attacked by this item’s wearer means it suits builds that rely on multi-hit attacks.
7 Fistbreaker Helm
Spellcasting Buffs Can Lead To More Potent Mages
Quality | Rare |
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Effects | +1 bonus to Spell Save DC +1 bonus to Initiative Rolls |
Location | Moonrise Towers |
A spellcaster is only as potent as their spells allow them and Fistbreaker Helm ensures enemies have a harder time dodging their Spells in Baldur’s Gate 3 combat. When bought from Lann Tarv in the Moonrise Towers, this Rare Helm resembles swirling pieces of wood sculpted to fit the head.
Unlike helmets that usually fit the likes of warriors, the elegance in the Fistbreaker Helm befits a magic user. With Seldom Caught Unawares, its spellcaster wearer gets a +1 Bonus to Initiative Rolls to ensure they get to sling their spells before opponents. Not only that, High Spellcasting secures a +1 Bonus to their Spell Save DC, further increasing the difficulty that enemies have to bypass to dodge their attacks.
8 Pyroquickness Hat
Fire Boosts Encourage More Destructive Plays
Quality | Very Rare |
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Effects | Fiery Return |
Location | Elminster's Vault |
Fire is the cleanser, both in meme pages and especially in Baldur’s Gate 3 combat where the Pyroquickness Hat can boost the potency of Spells that can burn enemies to a crisp. Resembling a stylish wizard’s hat, the Pyroquickness Hat is a Very Rare Helmet found in Elminster’s Vault, which in itself is located in the Sorcerous Vault. Similar to other powerful treasures in the area, players need See Invisibility to claim this item.
Such a security measure is suited for its special ability. Fiery Return ensures that whenever its wearer upcasts any leveled Fire Spell, they also get another Bonus Action during this round. When combined with the likes of Freecast (Illithid Power) that reverses Actions and Bonus Actions, spellcasters can abuse their spells quickly.
9 Assassin Of Bhaal Cowl
Bonus Initiative, Invisible Sight Incentivizes First-Strike Rogues
Quality | Very Rare |
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Effects | Murderous Sight |
Location | Murder Tribunal |
Should players become an Unholy Assassin in the Murder Tribunal, they can purchase the Assassin of Bhaal Cowl from Echo of Abazigal to look the part. In the Baldur’s Gate installment, this Cowl is a Very Rare Helm that represents the cultists willing to wait for Bhaal’s return. When his assassins wield this Cowl, they gain See Invisibility (2nd-Level Divination), which allows them to see even other assassins who try to outwit them.
Moreover, they also gain Murderous Sight, giving them +2 to Initiative Rolls on top of seeing in the dark up to three meters. Such bonuses suit stealthy builds such as the Assassin Rogue, whose ability to jump the gun even on Invisible opponents ensures their capacity to win against all odds.
10 Horns Of The Berserker
Extra Necrotic Damage Enhances Multi-Hit Builds
Quality | Very Rare |
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Effects | Seeking Blood, Blood Thirst |
Location | Danthelon's Dancing Axe (Act 3) |
When players get to Baldur’s Gate in Act 3, they can obtain Horns of the Berserker from Danthelon’s Dancing Axe. The humorous nature of the store is reflected in the peculiar origins of the Very Rare Helm, in that its effects represent the rocky divorce of its creators, a designer, and an enchanter. This patchwork-looking Helm befits the visage of an enraged fighter, especially with its Seeking Blood giving its wearer +2 to Attack Rolls when they attack targets who already took damage.
Meanwhile, Blood Thirst guarantees an extra 2 Necrotic Damage to all unarmed and melee attacks provided the wearer isn’t at full health, which this effect conveniently guarantees courtesy of a 1d4 Necrotic Damage punishment for not dealing any damage at the end of any turn. As such, this Helm fits the likes of the Barbarian and the Monk, whose reliance on melee and unarmed strikes can take advantage of this item’s bonuses.
11 Helldusk Helmet
Fire Damage With Extra Defense Fit For Tanks
Quality | Very Rare |
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Effects | Infernal Sight, Magical Durability |
Location | House of Hope |
Should players reach the House of Hope, their Baldur’s Gate 3 playthrough can take them to a hidden door that contains the Helldusk Helmet provided they pass a DC 10 Wisdom and DC 20 Arcana Check. Doing so reveals the infernal Helldusk Helmet, with its only holes reserved for the eyes, rumored to be forged by the fiendish titan Carixim whose body contains 20,000 souls.
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The Helm’s infernal origins reflect its effects. Its Immolating Gaze alone can deal 2d8 Fire Damage across three turns with an INT Save, with an additional 2d16 Fire Damage to Burning foes. In addition, Magical Durability gives its user +2 to Saves against Spells, Infernal Sight disables Blinding effects on top of a 12-meter sight across any type of darkness, and the Helm disables any Critical Hits on the wearer.
12 Circlet Of Fire
Free Scorching Ray Improves Any Character’s DPS
Quality | Uncommon |
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Effects | Fiery Return |
Location | Elminster's Vault (Act 3) |
Fire is one of the most common damage types in Baldur’s Gate 3 gameplay, especially with its spells capable of inflicting debilitating burns on opponents. It’s fire’s accessibility that makes Fireball such an infamous spell in D&D and explains why Circle of Fire is from either Waukeen’s Rest or the Shattered Sanctum’s vault.
At its core, equipping the Circlet of Fire bestows upon players the Fiery Return feature. With this benefit, players regain access to a Bonus Action whenever they use a non-Cantrip spell that deals Fire damage. This can quickly incentivize spellcasters and players with access to attacks such as Scorching Ray, which they can use to damage opponents and their immediate environment while at the same time regaining yet another Bonus Action to use.
13 Circlet Of Blasting
Extra Scorching Ray Boosts Any Character’s Arsenal
Quality | Rare |
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Effects | Scorching Ray |
Location | Ebonlake Grotto |
Despite their lack of direct defensive boosts, helmets become crucial to a player’s Baldur’s Gate 3 gameplay. And this is not just for aesthetic value but also for the effects they can provide. With the game’s D&D mechanics giving players specific rules on the kind of abilities their characters have, getting the Circlet of Blasting from Blurg in Ebonlake Grotto can boost their arsenal despite its Rare nature.
This weapon grants players the ability of Scorching Ray, a 2nd-level Evocation spell that lets players target three opponents with three rays of fire. This has a distance of 18 meters, with each blast capable of releasing 2d6 Fire Damage. This extra combat spell can be useful regardless of the character equipping it, with a spellcaster using this to free up a spell slot or a non-mage using this to bolster their ranged options to ensure they have something to do and not waste their turns.
14 Headband Of Intellect
INT Buff Can Improve A Spellcaster’s Capabilities
Quality | Uncommon |
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Effects | Intelligence 17 |
Location | Blighted Village |
For a Rare Item in a player’s Baldur’s Gate 3 experience, the Headband of Intellect can transform spellcasters into juggernauts. Acquired after defeating the Ogre Lump the Enlightened in the Blighted Village, the Headband of Intellect boosts the user’s Intelligence to 19. This makes the Headband of Intellect one of the few items that bestow the player a specific Ability Score value.
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However, despite this straightforward boost, the Headband of Intellect’s perk does have vast implications. Being at Intelligence 19 gives players a +4 bonus to all Intelligence-related checks, practically making information easier to spot inside and outside dialogue. Not only that, Wizards can use this +4 bonus to almost always guarantee their spell attacks.
15 Circlet Of Psionic Revenge
Make A More Survivable Githyanki
Quality | Rare |
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Effects | Psionic Revenge: Succeeding any Save will force the enemy that caused the Saving Throw to take 1d4 Psychic Damage. Githyanki wearers also gain +1 INT, WIS, and CHA Saves. |
Location | Inquisitor’s Chamber in Creche Y’llek (Act 1) |
When players get to Creche Y’llek in their Baldur’s Gate 3 playthrough, they get to learn more about their Companion Lae’zel’s history and journey across the Realms. However, players out for treasure might want to go to the Inquisitor’s Chamber and search for the chest that contains the Circlet of Psionic Revenge.
The Circlet gives its users some degree of psychic backlash against foes that endanger them. Wearers who have to make any kind of Saving Throw can force the source of the throw to take 1d4 Psychic Damage. Not only that, but Githyanki wearers of the Circlet will get +1 to INT, WIS, and CHA Saves, giving them some degree of extra resistance against effects that will likely affect the way they approach combat.
16 Scabby Pugilist Circlet
Enhance A Monk’s Strikes
Quality | Rare |
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Effects | Martial Bravery: +2 Damage to Attacks while surrounded by at least 2 Enemies |
Location | Mattis in Rivington (Act 3) |
At first glance, acquiring the Scabby Pugilist Circlet from Mattis in Act 3 might seem a bit too late in Baldur’s Gate 3. After all, the item’s Martial Bravery effect simply adds +2 Damage to Attacks when the player is surrounded by at least two enemies. Considering that there’s still the likelihood of players missing their hits, the measly +2 might not seem all that of a game-changer. Not to mention, Classes only get a few opportunities to use an Attack each turn, making the Scabby Pugilist Circlet all the more seemingly so-so.
However, this all changes when players realize that the Martial Bravery effect also gives +2 Damage to Unarmed Attacks. While it’s true that most characters will only get a few Attacks per turn, the case is different for the Monk. As a Monk, players can tap into Bonus Actions such as Flurry of Blows and Bonus Unarmed Strike for extra attack opportunities. Not only that, accessing extra Bonus Actions via Wholeness of Body and Fast Hands can proc the Circlet’s +2 Damage consistently.
17 Diadem Of Arcane Synergy
Adds Bonus Damage For Spellswords
Quality | Rare |
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Effects | Synergetic Moments: Inflicting a condition will grant Arcane Synergy for 2 Turns. Arcane Synergy: Weapon Attacks gain bonus damage equal to the wielder’s Spellcasting Ability Mod |
Location | Ardent Jhe’rezath, Inquisitor’s Chamber in Creche Y’llek (Act 1) |
When players accompany Lae’zel to the Creche Y’llek, their various interactions with the Githyanki in the area may or may not result in heated confrontations. On the off-chance that they kill Adent Jhe’rezath, they can acquire the Diadem of Arcane Synergy. When worn, this Diadem will grant Synergetic Moments to its wielder whenever they inflict a condition against an opponent. The effect itself grants Arcane Synergy to the wielder for two turns, allowing their Weapon Attacks to inflict bonus damage equal to their Spellcasting Ability Modifier.
The Diadem is a perfect companion for characters whose playstyles allow them to both cast Spells and dish out attacks with their weapons. Eldritch Knights, Hexblades, and even Paladins who can inflict conditions can have a field day with the Diadem - especially when Synergetic Moments is procc’d by any instance of inflicting a condition, not necessarily when done via a Spell.
18 Devilfoil Mask
Become Legion With The Equivalent Of Multi-ASI Buffs
Quality | Common |
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Effects | Infernal Legion: When within 20m of another creature wearing this mask, +1 STR, INT, WIS and -1 CHA per nearby mask. |
Location | Grymforge (Act 1) |
At first glance, the Devilfoil Mask taking the appearance of a gold mask with a wide-eyed monster can be quite the unsettling find in Baldur’s Gate 3. However, its Infernal Legion effect might just be the boost a party needs to maximize their performance in combat. When acquired from Merregon Legionnaires, the Devilfoil Masks only trigger this effect by the time at least two party members wear them. The Infernal Legion provides a +1 STR, INT, WIS and -1 CHA attribute adjustment per nearby Mask wearer.
While the sight of party members wearing these Masks can be unsettling, the stat adjustments resemble an upgraded Ability Score Improvement Feat. When worn by all party members, the adjustments can greatly enhance the performance of STR-reliant heavy-hitters, INT, and WIS-based Spellcasters, with the -3 CHA providing at the worst -1 CHA Mod to all wearers. These Masks can also be acquired in different places throughout the Grymforge, particularly on the altar guarded by enemies, near a staircase behind rubble, and on a table at the Dig Site.
19 Grymskull Helm
Tanks With High AC Can Guarantee Attack Roll Penalties
Quality | Very Rare |
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Effects | Hunter’s Mark |
Location | The Adamantine Forge |
Players may notice that they can only access the full offerings of the Adamantine Forge after defeating Grym. This should allow them to forge Adamantine pieces that, akin to their similarly characteristic cousin, the Tolkien Mithril, give players sleek-looking armaments with the statistics to match. Among its offerings is the Grymskull Helm, which, when worn, has spiked details that provide quite the familiar silhouette of the Witch-King of Angmar.
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Pleasing aesthetic aside, the Grymskull Helm boasts a nifty perk that can boost the defenses of its wearers. Called the Adamantine Backlash, enemies who miss hitting the players will get a -1 Attack Roll for two turns, resembling the debuffs from Illithid Powers. Moreover, enemies no longer hit the players if they score Critical Hits.
20 Bonespike Helmet
AOE Psychic Damage At WIS Save Can Boost A Melee Fighter’s Arsenal
Quality | Very Rare |
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Effects | Fury in the Marrow, +2 Intimidation |
Location | Lower City Sewers |
When Baldur’s Gate 3 players acquire equipment that looks like bones and leaves, it’s a safe assumption that it’s connected to nature. Such is the case with the Bonespike Helmet, acquired from Voiceless Penitent Bareki at the Lower City Sewers. In the lore, the Bonespike Helmet had been created from the tibia of a storm giant, one of the most fearsome monsters in D&D.
And like how giants are fearsome beings, so too is a Raging Barbarian wearing the Bonespike Helmet. When equipped, all hostile creatures within 3 meters of a Barbarian undergoing Rage must succeed a WIS Save or take 1d8 Psychic Damage. The Helm also grants +2 Intimidation and access to the Menacing Attack Action.