Builder’s Gate

Updated 2026-09-27

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Flawed Helldusk Gloves is an item of Rare rarity. Type: Gloves. Recorded sources: Act 2 · Shadow-Cursed Lands · Found in the world. See acquisition details below for conditions. Weight 0.5, Value 290 gold. Passives: Lesser Infernal Touch.

Flawed Helldusk Gloves

Rare

Lesser Infernal Touch: Your weapon attacks deal an additional 1d4 Fire damage. Your unarmed attacks deal an additional 1d4 Necrotic damage, and can possibly inflict Bleeding.

'Beneath those horrible sounds of... well, let's call it what it was: torment, Beneath the tormented screams I heard this moaning sound like many people in pain, and I heard the ringing of a great hammer. Carixim's forge was close.' - Overheard from the smith Dammon

How to obtain

Act 2 Found in the world Shadow-Cursed Lands

0.5290

Effect

Bleeding

A Bleeding creature takes 2 Slashing damage at the start of its turn and has Disadvantage on Constitution saving throws.

Stage 2 · Reading the situationConditions and recovery

This can help another effect that requires a Constitution save. The ongoing damage and the saving-throw penalty are separate benefits.

Ordinary Bleeding can be removed by healing. Similarly named conditions may have different damage or removal rules.

Sources and review date

Reviewed: 2026-09-14

Derived from game data
  • Defense
Effect permalink

Core rule

Saving throws

Core rule permalink

A saving throw determines whether you resist or avoid a harmful effect, such as a spell or trap.

Stage 1 · Combat basicsAttacks and dice

Roll a d20 using the ability named by the effect, then add the relevant modifier and saving-throw bonuses. Meeting the Difficulty Class succeeds.

Success may mean half damage or avoiding the effect entirely. A successful save does not always mean zero damage.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Defense

Core rule

d20 rolls

Core rule permalink

A d20 has twenty possible results, from 1 to 20. It is used to resolve attacks and many uncertain actions.

Stage 1 · Combat basicsAttacks and dice

Add the relevant ability modifier, proficiency, and other bonuses to the die. Meeting the target number is enough to succeed.

Attack rolls, saving throws, and ability checks use different bonuses. A bonus to one does not automatically apply to the others.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Attack
  • Defense

Answer

Bleeding Application

It is applied when an item's specified trigger is met; with some items, the target must also fail the relevant Saving Throw.

Based on in-game text

Trigger source

Lesser Infernal Touch

Your weapon attacks deal an additional 1d4 Fire damage. Your unarmed attacks deal an additional 1d4 Necrotic damage, and can possibly inflict Bleeding.
Trigger context
OnDamage
Applies to
Target
Application condition
IsUnarmedAttack()
Application saving throw
not SavingThrow(Ability.Constitution,13)
Application chance
100%
Application duration
2 turns

    Answer

    Bleeding Damage and Saving Throw

    At the start of each turn, the target takes 2 Slashing damage and has Disadvantage on Constitution Saving Throws.

    Based on in-game text

      Answer

      Bleeding Duration

      The five linked items apply Bleeding for 2 turns when their conditions are met.

      Derived from game data

        Answer

        Using Bleeding

        Use it to combine ongoing damage with Disadvantage on Constitution Saving Throws; healing removes it.

        Codex commentary

          Equip in build