You're standing in the Rosymorn Monastery, probably wondering if you should steal the Blood of Lathander or just loot everything that isn't nailed down. Most players are looking for legendary weapons. They want the big shiny stuff. But if you walk past A'jak'nir Jeera in the Crèche Y'llek without checking her stock, you're missing out on the most transformative item in the entire game. The BG3 Gloves of Dexterity aren't just a gear upgrade. They are a fundamental mechanical shift that lets you completely rebuild your character from the ground up.
It’s a Very Rare item. It looks simple. But it does something that breaks the traditional rules of Dungeons & Dragons math.
What Do These Gloves Actually Do?
Basically, they set your Dexterity score to 18. If you're already at 18 or higher, they don't do much besides giving you a +1 to your Attack rolls. But for almost every other build? It’s a game-changer.
Think about how you build a character in Baldur’s Gate 3. You have a limited pool of Ability Points. Usually, you’re trying to balance your primary attacking stat—like Strength for a Fighter or Charisma for a Paladin—with your Constitution for health and your Dexterity for Armor Class (AC) and Initiative. It's a constant struggle. You never have enough points. You end up with a "dump stat" that makes you vulnerable.
When you put on the BG3 Gloves of Dexterity, that struggle evaporates. You can go to Withers, respec your character, and drop your natural Dexterity to 8. It feels wrong. It looks like a mistake on the character sheet. But the moment you slide those gloves on, that 8 becomes an 18. You just "found" 10 points to put into Strength, Constitution, or Wisdom.
The Initiative Problem Most Players Ignore
Initiative is everything in Larian’s combat system. Seriously. If you go first, you can kill or crowd-control the enemy before they even breathe. In BG3, Initiative is calculated using a d4 (a four-sided die) rather than the d20 used in tabletop D&D. This is huge. Because the die is so small, a +4 bonus from having 18 Dexterity almost guarantees you’ll act before most enemies.
Without the BG3 Gloves of Dexterity, your heavy-hitting Paladin or your tanky Cleric is probably sitting at a 10 or 12 Dexterity. They are slow. They spend the first round of every fight getting pelted with arrows or held in place by a Hold Person spell. These gloves don't just fix your AC; they fix your turn order.
Where to Find Them Without Getting Killed
You have to get to Act 1.5. That’s the Mountain Pass. Specifically, you need to find the Githyanki Crèche tucked away under the monastery.
Look for the Quartermaster, A'jak'nir Jeera. She’s usually hanging out in the central hub area of the Crèche. You can buy them from her for a decent chunk of gold—the price fluctuates based on how much she likes you and your Charisma—but they are worth every coin.
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Just a heads-up: if you decide to go full "murder hobo" and wipe out the Crèche before buying them, make sure you loot her body. But honestly, it's easier to just trade for them before the bloodbath starts.
The Best Builds for the BG3 Gloves of Dexterity
Not everyone needs these. A Rogue or a Ranger is already pumping Dexterity to 20. For them, these gloves are a waste of a slot. But for others? It’s a revelation.
The Radiant Tank (Cleric)
Shadowheart—or any Cleric—usually suffers from "Stat Bloat." You need Wisdom for spells, Constitution to maintain Concentration, and Strength if you want to actually hit things with a mace. By using the BG3 Gloves of Dexterity, you can ignore Dex entirely during character creation. You get a massive boost to your AC (especially if wearing Medium Armor) and you'll actually hit your Guiding Bolts.
The "All-In" Tavern Brawler
If you’re running a Monk or a Barbarian with the Tavern Brawler feat, you’re obsessed with Strength. You want that 20 or 22 Strength as fast as possible. Usually, that means your AC is terrible because you can’t afford the Dexterity points. These gloves solve that. You become a high-AC, high-Initiative wrecking ball that never misses.
The Low-Dex Paladin
Paladins are notorious for being slow. They wear Heavy Armor, which often ignores your Dex modifier for AC, but they still need Dex for those pesky Saving Throws against Fireball or Web. Plus, as mentioned, they usually go last in combat. The BG3 Gloves of Dexterity turn a sluggish Paladin into a front-line commander who sets the pace of the battle.
A Nuanced Take: Are They Always Best in Slot?
Honestly, no. This is where people get it wrong. Late in the game (Act 3), you'll find gloves that add 1d10 fire damage or give you a massive boost to your spell save DC. If your build already functions well, you might find that the BG3 Gloves of Dexterity are better used on a companion rather than your main character.
There's also the "opportunity cost." Using these gloves means you aren't using the Helldusk Gloves or the Legacy of the Masters. You have to decide if 18 Dexterity is more valuable than raw damage or specialized magical effects.
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Most of the time, the answer is yes, simply because of the secondary benefits. Dexterity governs Sleight of Hand. If you don't have Astarion in your party, your main character is going to be the one picking locks and disarming traps. Having a flat 18 Dex makes those checks significantly easier, even if you aren't proficient.
The Mathematical Advantage
In Baldur's Gate 3, an 18 in a stat provides a +4 modifier.
Let's look at the math for a character with 8 natural Dexterity:
- AC Bonus: Goes from -1 to +4 (A total swing of 5 AC).
- Initiative: Goes from -1 to +4.
- Saving Throws: +5 better chance to dodge spells.
- Attack Rolls: +5 better chance to hit with finesse or ranged weapons.
That is an absurd amount of value from a single item slot. It's basically like giving your character three or four free Feats.
Common Misconceptions and Errors
A lot of people think these gloves "add" to your Dexterity. They don't. They set it. If you have 16 Dexterity and you put these on, you go to 18. If you have 20 Dexterity and you put these on, you actually drop to 18. It’s a hard floor and a hard ceiling.
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Another thing: the +1 to Attack rolls is a separate "Enchantment" bonus. It applies even if your Dex was already high, but it’s a very minor reason to wear them. The primary draw is the stat override.
Actionable Steps for Your Playthrough
If you want to maximize the power of the BG3 Gloves of Dexterity, do this:
- Head to the Mountain Pass as soon as you’ve finished the main business in the Emerald Grove (around level 5 or 6).
- Locate A'jak'nir Jeera in Crèche Y'llek.
- Purchase the gloves before doing anything that might turn the Githyanki hostile.
- Go to camp and talk to Withers. 5. Respec your character. Drop your natural Dexterity to 8.
- Reallocate those points into your primary stat (Strength, Intelligence, etc.) and Constitution. Aim for at least 16 or 17 in your main stat and 16 in Constitution.
- Equip the gloves. You will immediately notice your character feels "smoother" to play. You’ll hit more often, you’ll act earlier in the turn order, and you’ll stop failing those annoying Dexterity saving throws that leave you prone or burning. It is the single most efficient way to optimize a "MAD" (Multiple Attribute Dependency) build in the game. Don't leave the Crèche without them.