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Weapon actions: Difference between revisions

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(Edited text to match patch 5 formula and added small paragraph about pre-patch 5 dc)
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In order to gain access to the Weapon Actions from a weapon, a creature must have [[Proficiency]] in that weapon type and have it equipped in the main hand or both hands (off-hand weapons do not grant Weapon Actions).
In order to gain access to the Weapon Actions from a weapon, a creature must have [[Proficiency]] in that weapon type and have it equipped in the main hand or both hands (off-hand weapons do not grant Weapon Actions).


The [[Difficulty Class]] (or DC) for Saving Throws against Weapon Actions is calculated similarly to [[Spells|Spellcasting DC]] - except for four differences: firstly, the [[Spells#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]] is replaced with the [[Ability Modifier]] of either Strength or Dexterity, whichever is higher; secondly, proficiency bonus isn't added; thirdly, the base DC is 10 instead of 8; and finally, each Weapon Action can grant its own inherent bonus DC that isn't listed anywhere,<!-- LARIAN! --> but most frequently it's +2. To express all this mathematically:
The [[Difficulty Class]] (or DC) for Saving Throws against Weapon Actions is calculated similarly to [[Spells|Spellcasting DC]] - except for two differences: firstly, the [[Spells#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]] is replaced with the [[Ability Modifier]] of either Strength or Dexterity, whichever is higher and secondly; each Weapon Action can grant its own inherent bonus DC that isn't listed anywhere,<!-- LARIAN! --> but most frequently it's +2. To express all this mathematically:


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Certain Weapon Action instead uses '''Hybrid DC'''<!-- LARIAN! -->, which allows a user to either use their [[Spells|Spellcasting DC]] or Weapon Action DC with a +2 bonus, whichever is higher.
Certain Weapon Action instead uses '''Hybrid DC'''<!-- LARIAN! -->, which allows a user to either use their [[Spells|Spellcasting DC]] or Weapon Action DC with a +2 bonus, whichever is higher.
Prior to Patch 5, weapon actions instead had a base DC of 10 but did not add the players proficiency bonus to their DC, leading to an overall lower DC after Proficiency Bonus increases at level 5. This was changed to the above formula after patch 5.


== Overview of Weapon Actions ==
== Overview of Weapon Actions ==

Revision as of 08:43, 7 January 2024

Template:Up to date Weapon Actions are a type of Action granted to a character based on the type of weapon they are wielding. For example, bladed weapons such as Longswords will typically grant the Lacerate weapon action.

These actions are only usable once per Short Rest and are special in some way, normally able to do bonus damage, hit multiple targets, debilitate foes, or move the character.

In order to gain access to the Weapon Actions from a weapon, a creature must have Proficiency in that weapon type and have it equipped in the main hand or both hands (off-hand weapons do not grant Weapon Actions).

The Difficulty Class (or DC) for Saving Throws against Weapon Actions is calculated similarly to Spellcasting DC - except for two differences: firstly, the Spellcasting Ability Modifier is replaced with the Ability Modifier of either Strength or Dexterity, whichever is higher and secondly; each Weapon Action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. To express all this mathematically:

Weapon Action DC = 8 + Proficiency Bonus + Strength or Dexterity modifier + Inherent Weapon Action Bonus DC

Certain Weapon Action instead uses Hybrid DC, which allows a user to either use their Spellcasting DC or Weapon Action DC with a +2 bonus, whichever is higher.

Prior to Patch 5, weapon actions instead had a base DC of 10 but did not add the players proficiency bonus to their DC, leading to an overall lower DC after Proficiency Bonus increases at level 5. This was changed to the above formula after patch 5.

Overview of Weapon Actions

Melee Weapons

Weapon Action Associated Weapons Cost Effect Damage
Backbreaker Backbreaker Action Inflict Prone Prone 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Brace (Melee) Brace (Melee)  6 m / 20 ft movement Reroll melee damage rolls and take the higher value
  • Duration: 1 turn
-
Cleave Cleave Action Strike up to 3 targets
  • AoE: 1.5 m / 5 ft (Cone)
Halved weapon damage
Concussive Smash Concussive Smash Action Inflict Dazed Dazed Weapon damage
Maiming Strike Maiming Strike Action Inflict Maimed Maimed 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Disarming Strike Disarming Strike Action Target drops weapon 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Flourish Flourish Bonus action Inflict Off Balance Off Balance 1d4Damage TypesBludgeoning
  • Non-lethal damage
Heartstopper Heartstopper Action Inflict Chest Trauma Chest Trauma 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Lacerate Lacerate Action Inflict Bleeding Bleeding Weapon damage
Piercing Strike Piercing Strike Action Inflict Gaping Wounds Gaping Wounds Weapon damage
Pommel Strike Pommel Strike Bonus action Inflict Dazed Dazed 1d4Damage TypesBludgeoning
  • Non-lethal damage
Prepare Prepare  6 m / 20 ft movement Extra damage on melee attacks this turn Strength modifier Damage TypesSlashing
Rush Attack Rush Attack Action
+  Movement
Charge up to 9 m / 30 ft
Inflict Off Balance Off Balance
1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Tenacity Tenacity Reaction Inflict damage on a miss Strength modifier Damage TypesBludgeoning
  • Minimum 1 damage
Topple Topple Action Inflict Prone Prone 1d4Damage TypesBludgeoning
  • Non-lethal damage
Weakening Strike Weakening Strike Action Inflict Weak Grip Weak Grip 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
  • Non-lethal damage

Ranged Weapons

Weapon Action Associated Weapons Cost Effect Damage
Brace (Ranged) Brace (Ranged)  6 m / 20 ft movement Reroll ranged damage rolls and take the higher value
  • Duration: 1 turn
-
Hamstring Shot Hamstring Shot Action Inflict Hamstrung Hamstrung Weapon damage
Mobile Shot Mobile Shot Bonus action Make a bonus action attack after using Dash Dash or Disengage Disengage Weapon damage
Piercing Shot Piercing Shot Action Inflict Gaping Wounds Gaping Wounds Weapon damage

Special Actions

The following actions are available only on specific weapons.

Weapon Action Associated Weapons Cost Effect Saving Throw Extra Damage
Absolute Power Absolute Power Faithbreaker Action A surge of Divine energy accompanies your swing. It deals an additional 1d6Damage TypesForce damage and possibly pushes your target back 5 m / 17 ft. - +1d6 Damage TypesForce

Strength modifier Damage TypesBludgeoning

Arcane Ammunition Arcane Ammunition Crossbow of Arcane Force Bonus action Infuse your bolts to deal additional an 1d4Damage TypesForce damage. - -
Blood Money Blood Money Twist of Fortune Action Strike out greedily, dealing an additional 4Damage TypesPiercing damage per 300 Gold that the target possesses. - -
Bolt of Celestial Light Bolt of Celestial Light Gontr Mael Action Frighten Frighten your target with intimidating arrows.

After attacking, ranged weapon attacks made by Gontr Mael deal an additional 1~4 Radiant damage.

DC 11  Wisdom saving throw -
Colossal Onslaught Colossal Onslaught Jorgoral's Greatsword Action Strike multiple foes in a AoE: 6 m / 20 ft (Line). - + Proficiency Bonus Damage TypesSlashing
Corrosive Strike Corrosive Strike Corrosive Flail Action Deal additional Damage TypesAcid damage equal to your Proficiency Bonus. On a hit, create a pool of acid around the target which reduces Armour Class Armour Class by 2. - + Proficiency Bonus Damage TypesAcid
Crowning Strike Crowning Strike Blade of Oppressed Souls Action Unleash the wails of the dead that fell to your blade, and possibly instil Crown of Madness Crown of Madness in the target. - + Proficiency Bonus Damage TypesPsychic
Dawnburst Strike Dawnburst Strike The Sacred Star Action Deal additional Damage TypesRadiant damage equal to your Proficiency Bonus. On a hit, light erupts around you in a 3m area. Enemies in the light must succeed a DC 13  Constitution saving throw or be Blinded. Constitution + Proficiency Bonus Damage TypesRadiant
Dueller's Enthusiasm Dueller's Enthusiasm Duellist's Prerogative Bonus action While you are not dual-wielding, you can make an additional melee attack with The Dueller. - 1d8 + Strength modifier Damage TypesBludgeoning
Edge of Darkness Edge of Darkness Shar's Spear of Evening Action Create a cloud of Darkness while you attack. - + Weapon Damage Damage TypesPiercing to all creatures in cloud
Gargantuan Cleave Gargantuan Cleave Very Heavy Greataxe Action Strike multiple foes but inflict Off Balance Off Balance on self - + 1d6 Damage TypesSlashing
Grand Slam Grand Slam Corpsegrinder Action Slam your weapon into the ground, dealing additional Damage TypesThunder damage each your proficiency bonus, thunderously impacting nearby foes and possibly pushing them away. - + Proficiency Bonus Damage TypesThunder
Hellflame Cleave Hellflame Cleave Hellfire Greataxe Bonus action Spew hellish flames and strike your foes. On Save: Targets still take half damage. Hellfire ignores resistance and immunity to Damage TypesFire damage. - + 2d6 Damage TypesFire
Hush You! Hush You! Witchbreaker Action Slash a target and possibly Silence Silence it. Constitution (+1) + Proficiency Bonus Damage TypesSlashing
Illuminating Shot Illuminating Shot Fabricated Arbalest Action Fire a shimmering bolt that inflicts 1 turn of Radiating Orb Radiating Orb upon the target. - -
Maiming Strike Maiming Strike Thermodynamo Axe
Pactbound Battleaxe
Action Possibly inflict Maimed Maimed on your target. They can't move. Constitution (+1) 1d4 + Strength modifier Damage TypesBludgeoning
Moonlight Butterflies Moonlight Butterflies Moonlight Glaive Action Strike a foe, conjuring an illusory swarm of moon-pale butterflies, gaining Advantage Icon.png Advantage on attacks against the target. Deal additional Psychic damage equal to your Proficiency Bonus. When the target moves away from your illusion, it takes 1~6 Psychic damage. - + Proficiency Bonus Damage TypesSlashing + Proficiency Bonus Damage TypesPsychic
Overheat Overheat Azer Warhammer Bonus action Release a fraction of your inner fire. All nearby creatures take damage and start Burning Fiercely Burning Fiercely. - -
Part the Flesh Part the Flesh Fleshrender Action Thrust forward with diabolical precision, possibly stymying your target's ability to heal. - + Proficiency Bonus Damage TypesNecrotic
Poison Mist Poison Mist Argument Solver Action On a hit, deal extra Damage TypesPoison damage equal to your proficiency bonus and surround the target in a noxious cloud that possibly Poisons Poisons those within it. - + Proficiency Bonus Damage TypesPoison
Profane Scourge Profane Scourge The Undead Bane Action Strike with subjugating fury, adding your proficiency bonus to the damage roll. If you hit a Fiend or Undead creature, deal an additional 2d6Damage TypesSlashingDRS damage and possibly Bane Bane it. - + Proficiency Bonus Damage TypesPhysical + 2d6 Damage TypesSlashing if Fiend or Undead
Razor Gale Razor Gale Larethian's Wrath Action Swing your weapon in a AoE: 4 m / 13 ft (Cone) that deals damage to all enemies within range. - + Proficiency Bonus Damage TypesSlashing
Revitalising Strike Revitalising Strike Hoppy Action Smash into a foe, wounding them and healing your own injuries. On a hit, heal 1d6hit points. You deal additional Damage TypesNecrotic damage equal to your Proficiency Bonus. - + Proficiency Bonus Damage TypesNecrotic
Searing Blood Searing Blood Rupturing Blade Action Cut into an enemy, dealing an extra proficiency bonusDamage TypesFire and 1d6Damage TypesFire damage to them, while you yourself take 1d6Damage TypesSlashing damage. Additionally, the attack might cause the target to Bleed Bleed and Burn Burn. - + Proficiency Bonus Damage TypesFire + 1d6 Damage TypesFire
Soulbreaker Soulbreaker Soulbreaker Greatsword
Silver Sword of the Astral Plane
Action Rend the enemy's body and soul, dealing an additional 4Damage TypesPsychic damage and possibly Stun Stun them. Constitution (+1) + Proficiency Bonus Damage TypesPsychic
Shadowsoaked Blow Shadowsoaked Blow Sword of Clutching Umbra Action Strike an enemy, adding your Proficiency Bonus and 1d6Damage TypesPsychic to the damage. This attack doesn't break concealment. - + Proficiency Bonus Damage TypesPiercing + 1d6 Damage TypesPsychic
Topple the Big Folk Topple the Big Folk Balduran's Giantslayer Action Deal additional damage. Large, Huge or Gargantuan creatures take an additional 2-12Damage TypesSlashing damage and may fall Prone Prone. Strength (+1) + Proficiency Bonus Damage TypesPhysical + 2d6 Damage TypesSlashing if Large/Huge/Gargantuan
Unshackling Strike Unshackling Strike Orphic Hammer Action Smite the magical bonds keeping a creature Restrained Restrained, Paralysed Paralysed, and Stunned Stunned, freeing it. - -

Conditions Inflicted by Weapon Actions

Condition Inflicted by / Saving Throw Saving Throw Penalty Additional Effects Removed by
Bleeding Bleeding Inflicts 2 Damage TypesSlashing per turn for 2 turns Healing
Chest Trauma Chest Trauma One fewer Action for 2 turns Healing
Maimed Maimed Movement Speed reduced to 0 Healing
Dazed Dazed Can't take reactions, loses Dexterity bonus to Armour Class Armour Class Ally Help
Gaping Wounds Gaping Wounds - Receive additional 2 Damage TypesPiercing damage from attacks for 2 turns Healing
Hamstrung Hamstrung - Movement Speed halved Healing
Off Balance Off Balance Advantage Icon.png Advantage to attackers Ally Help or taking damage
Prone Prone Advantage Icon.png Advantage to nearby attackers Using half of Movement Speed
Weak Grip Weak Grip Disadvantage Icon.png Disadvantage on attacks Ally Help