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Weapon actions: Difference between revisions

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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 the [[Spells#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]] is replaced with either Strength or Dexterity, whichever is higher; This is true even when the weapon uses the wielder's [[Spells#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]], such as a [[Warlock|Warlock's]] [[Pact of the Blade|Pact Weapon.]]Proficiency bonus isn't added; and the base DC is 10. Each Weapon Action also grants its own inherent bonus DC that isn't listed anywhere,<!-- LARIAN! --> but most frequently it's +2. Certain Weapon Action also uses a '''Hybrid''' DC<!-- LARIAN! -->, which allows for a user's highest [[Ability Score Modifier]] to be used instead.
The [[Difficulty Class]] (or DC) for Saving Throws against Weapon Actions is calculated similarly to [[Spells|Spellcasting DC]] - except the [[Spells#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]] is replaced with either Strength or Dexterity, whichever is higher; This is true even when the weapon uses the wielder's [[Spells#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]], such as a [[Warlock|Warlock's]] [[Pact of the Blade|Pact Weapon.]] Proficiency bonus isn't added; and the base DC is 10. Each Weapon Action also grants its own inherent bonus DC that isn't listed anywhere,<!-- LARIAN! --> but most frequently it's +2. Certain Weapon Action also uses a '''Hybrid''' DC<!-- LARIAN! -->, which allows for a user's highest [[Ability Score Modifier]] to be used instead.


<div style="text-align: center; font-weight:bold;">{{InfoBlob|1=10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</div>
<div style="text-align: center; font-weight:bold;">{{InfoBlob|1=10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</div>

Revision as of 17:38, 14 September 2023

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 the Spellcasting Ability Modifier is replaced with either Strength or Dexterity, whichever is higher; This is true even when the weapon uses the wielder's Spellcasting Ability Modifier, such as a Warlock's Pact Weapon. Proficiency bonus isn't added; and the base DC is 10. Each Weapon Action also grants its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. Certain Weapon Action also uses a Hybrid DC, which allows for a user's highest Ability Score Modifier to be used instead.

10 + Strength or Dexterity + Inherent Weapon Action Bonus DC

Overview of Weapon Actions

Melee Weapons

Weapon Action Associated Weapons Cost Effect Bonus DC Damage
Backbreaker Warhammers Warhammers
Mauls Mauls
Action Inflict Prone Strength 1d4 + Strength Modifier
Damage TypesBludgeoning
Brace (Melee) Glaives Glaives
Pikes Pikes
 6 m / 20 ft movement 'Advantage' on damage rolls for this turn - -
Cleave Battleaxes Battleaxes
Greataxes Greataxes
Halberds Halberds
Greatswords Greatswords
Action Strike 3 targets
1.5 m / 5 ft cone
- Halved weapon damage
(added damage is not halved e.g. from Divine Smite, Great Weapon Master)
Concussive Smash Morningstars Morningstars
Bludgeoning weapons except Quarterstaves:
Clubs Clubs
Light Hammers Light Hammers
Maces Maces
Warhammers Warhammers
Greatclubs Greatclubs
Mauls Mauls
Action Inflict Dazed Constitution (Hybrid DC) Weapon damage
Crippling Strike War Picks War Picks
Battleaxes Battleaxes
Action Inflict Crippled Constitution - 2 1d4 + Strength Modifier
Damage TypesSlashing
Disarming Strike Tridents Tridents Action Target drops Weapon Strength - 2 1d4 + Strength Modifier
Damage TypesPiercing
Flourish All martial weapons with Finesse:
Scimitars Scimitars
Shortswords Shortswords
Rapiers Rapiers
Bonus action Inflict Off Balance Dexterity - 2 None
Heartstopper Morningstars Morningstars Action Inflict Chest Trauma Constitution - 2 1d4 + Strength Modifier
Damage TypesBludgeoning
Lacerate All Slashing weapons:
Handaxes Handaxes
Sickles Sickles
Scimitars Scimitars
Battleaxes Battleaxes
Longswords Longswords
Glaives Glaives
Greataxes Greataxes
Greatswords Greatswords
Halberds Halberds
Action Inflict Bleeding Constitution - 2 Weapon damage
Piercing Strike Rapiers Rapiers
Shortswords Shortswords
Tridents Tridents
Pikes PikesJavelins Javelins
Action Inflict Gaping Wounds Constitution - 2 Weapon damage
Pommel Strike Longswords Longswords
Greatswords Greatswords
Bonus action Inflict Dazed Constitution - 2 1d4 + Strength Modifier
Damage TypesSlashing
Prepare Greataxes Greataxes  6 m / 20 ft movement Extra damage on melee attacks this turn - Strength Modifier
Damage TypesSlashing
Rush Attack Longswords Longswords
All polearms except Quarterstaves:
Spears Spears
Tridents Tridents
Glaives Glaives
Halberds Halberds
Pikes Pikes
Action Charge 9 m / 30 ft
Inflict Off Balance
Strength 1d4 + Strength Modifier
Inherits weapon damage type
Tenacity Morningstars Morningstars
Greatclubs Greatclubs
Mauls Mauls
Reaction Inflict damage on a miss - Strength Modifier
Damage TypesBludgeoning
Topple Quarterstaves Quarterstaves Action Inflict Prone Dexterity - 2 None
Weakening Strike Rapiers Rapiers
War Picks War Picks
Warhammers Warhammers
Action Inflict Weak Grip Strength - 2 1d4 + Strength Modifier
Inherits weapon damage type

Ranged Weapons

Weapon Action Associated Weapons Cost Effect Saving Throw Damage
Brace (Ranged) Longbows LongbowsHeavy Crossbows Heavy Crossbows  6 m / 20 ft movement 'Advantage' on damage rolls for this turn - -
Hamstring Shot Shortbows Shortbows
Longbows Longbows
Action Inflict Hamstrung Constitution Weapon damage
Mobile Shot Hand Crossbows Hand Crossbows Bonus action Weapon attack as a bonus action

Prerequisite: Dashed or Disengaged this turn

- Weapon damage
Piercing Shot All crossbows:
Light Crossbows Light Crossbows
Hand Crossbows Hand Crossbows
Heavy Crossbows Heavy Crossbows
Action Inflict Gaping Wounds Constitution 1d8 + Dexterity Modifier
Damage TypesPiercing

Special Actions

  • The following actions are available only on specific weapons.
Weapon Action Associated Weapons Cost Effect Saving Throw Damage
Arcane Ammunition Crossbow of Arcane Force Bonus action Infuse your bolts to deal additional an 1d4Damage TypesForce damage. - -
Colossal Onslaught Jorgoral's Greatsword Action Strike multiple foes in a line 3m wide and 6m long. - 1d8 + Strength Modifier Damage TypesBludgeoning
Corrosive Strike Corrosive Flail Action Deal additional Acid 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. - 1d8 + Strength Modifier Damage TypesBludgeoning + Proficiency Bonus Damage TypesAcid
Dawnburst Strike The Sacred Star Action Deal additional Radiant 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 saving throw 1d8 + Strength Modifier

+4 Radiant

Gargantuan Cleave Very Heavy Greataxe Action Strike multiple foes but inflict Off Balance on self - Weapon damage + 1d6
Hush You! Witchbreaker Action Slash a target and possibly Silence it. Constitution 1d8 + Strength Modifier [[DamageType|Damage TypesBludgeoning]]
Maiming Strike (Weapon Action) Thermodynamo Axe Action Possibly Maims your target. They can't move. Constitution 1d4 + Strength Modifier Damage TypesBludgeoning
Razor Gale File:Longsword PlusOne Icon.png Larethian's Wrath Action Swing your weapon in a 4m cone that deals damage to all enemies within range. - 1d8 + Dexterity Modifier Damage TypesBludgeoning

Soulbreaker

Soulbreaker Greatsword

Silver Sword of the Astral Plane

Action Rend the enemy's body and soul, dealing an additional 4Damage TypesPsychic damage and posibly Stun them. Constitution 1d6 + Strength Modifier Damage TypesPiercing + 4Damage TypesPsychic
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. - 1d8 + Dexterity Modifier Damage TypesBludgeoning + 1d6Damage TypesPsychic
Topple the Big Folk File:Longsword PlusOne Icon.png Balduran's Giantslayer Action Deal additional damage. Large, Huge or Gargantuan creatures take an additional 2-12Damage TypesSlashing damage and may fall Prone Strength 2d6 + 2x Strength Modifier + Proficiency Bonus Damage TypesSlashing

Conditions Inflicted by Weapon Actions

Condition Inflicted by (and Saving Throw) Saving Throw Penalty Additional Effects Removed By
Prone Topple (STR)
Backbreaker (DEX)
Strength
Dexterity
Advantage Icon.png Advantage to nearby attackers
Off Balance Rush Attack (STR)
Flourish (DEX)
Strength
Dexterity
Advantage Icon.png Advantage to attackers
  • Taking damage
  • Ally Help
Weak Grip Weakening Strike (STR) Strength
Dexterity
Disadvantage Icon.png Disadvantage on attacks
Crippled Crippling Strike (CON) Dexterity Movement Speed reduced to 0
  • Healing
Chest Trauma Heartstopper (CON) Constitution One less Action for 2 turns
  • Healing
Bleeding Lacerate (CON) Constitution Inflicts 2 Damage TypesSlashing per turn for 2 turns
  • Healing
Dazed Concussive Smash (CON)
Pommel Strike (CON)
Wisdom Can't take reactions, loses Dexterity bonus to Armour Class
Gaping Wounds Piercing Shot (CON)
Piercing Strike (CON)
- Receive additional 2 Damage TypesPiercing damage from attacks for 2 turns
  • Healing
Hamstrung Hamstring Shot (CON) - Movement Speed halved
  • Healing