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Weapon actions: Difference between revisions

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| Create a pool of {{Area|Acid (surface)}}  around the target
| Create a pool of {{Area|Acid}}  around the target
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| Create a cloud of {{Area|Darkness (cloud)}} and hit every target inside
| Create a cloud of {{Area|Darkness}} and hit every target inside
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| Create {{Area|Moonlight Butterflies (area)}} area
| Create {{Area|Moonlight Butterflies}} area
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* Provides {{Advantage}} against creatures inside
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* {{AOE|radius|m=2|ft=7}}

Revision as of 21:55, 24 October 2024

Weapon actions are actions granted to a character based on the weapon they are wielding. Usually, these actions are special attacks that are superior in some way to normal attacks. Each type of weapon has its own set of weapon actions which helps distinguish weapon categories. For example, Longswords grant the Lacerate Lacerate, Rush Attack Rush Attack, and Pommel Strike Pommel Strike actions. Additionally, many special weapons have unique weapon actions on top of the ones granted by the weapon type.

Each weapon action is limited to one use per short rest unless otherwise specified. In order to gain access to the weapon actions from a weapon, a creature must be proficient in that weapon type and have it equipped in the main hand or both hands. Off-hand weapons do not grant weapon actions.

Weapon action DC

Many weapon actions are attacks that can inflict debilitating conditions on the target. For these attacks, the target gets to make a saving throw to avoid suffering the condition. The Difficulty Class (or DC) for saving throws is calculated similarly to spell save DC except for two differences: First, the spellcasting ability modifier is replaced with the ability score modifier of either Strength or Dexterity, whichever is higher. Second, 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 use Hybrid DC which allows a user to either use their spell save DC or weapon action DC with a +2 bonus, whichever is higher. Other unique weapon actions always use the spell save DC. In all cases, the type of DC and any inherent bonus is listed in the tables below.

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

Basic weapon actions

The following weapon actions are granted by different weapon types. All weapons in given category will have the specified weapon actions.

Basic melee weapon actions

Weapon action Associated weapons Cost Effect Damage
Backbreaker Backbreaker

Warhammers Warhammers
Mauls Mauls

Action Inflict Prone Prone 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Brace (Melee) Brace (Melee)

Glaives Glaives
Pikes Pikes

6 m / 20 ftMovement Reroll melee damage rolls and take the higher value
  • Duration: 1 turn
-
Cleave Cleave

Battleaxes Battleaxes
Greataxes Greataxes
Halberds Halberds
Greatswords Greatswords

Action Strike up to 3 targets
  • AoE: 1.5 m / 5 ft (Cone)
Halved weapon damage
Concussive Smash Concussive Smash

Morningstars Morningstars
Clubs Clubs
Light Hammers Light Hammers
Maces Maces
Warhammers Warhammers
Greatclubs Greatclubs
Mauls Mauls Flails Flails

Action Inflict Dazed Dazed Weapon damage
Maiming Strike Maiming Strike

War Picks War Picks
Battleaxes Battleaxes

Action Inflict Maimed Maimed 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Disarming Strike Disarming Strike Tridents Tridents Action Target drops weapon 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Flourish Flourish

Scimitars Scimitars
Shortswords Shortswords
Rapiers Rapiers

Bonus action Inflict Off Balance Off Balance 1d4Damage TypesBludgeoning
  • Non-lethal damage
Heartstopper Heartstopper Morningstars Morningstars Action Inflict Chest Trauma Chest Trauma 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Lacerate Lacerate

Handaxes Handaxes
Sickles Sickles
Scimitars Scimitars
Battleaxes Battleaxes
Longswords Longswords
Glaives Glaives
Greataxes Greataxes
Greatswords Greatswords
Halberds Halberds

Action Inflict Bleeding Bleeding Weapon damage
Piercing Strike Piercing Strike

Daggers Daggers
Rapiers Rapiers
Shortswords Shortswords
Tridents Tridents
Pikes Pikes
Javelins Javelins

Action Inflict Gaping Wounds Gaping Wounds Weapon damage
Pommel Strike Pommel Strike

Longswords Longswords
Greatswords Greatswords

Bonus action Inflict Dazed Dazed 1d4Damage TypesBludgeoning
  • Non-lethal damage
Prepare Prepare Greataxes Greataxes 6 m / 20 ftMovement Extra damage on melee attacks this turn Strength modifier Damage TypesSlashing
Rush Attack Rush Attack

Longswords Longswords
Spears Spears
Tridents Tridents
Glaives Glaives
Halberds Halberds
Pikes Pikes

Action
+
Movement
Charge up to 9 m / 30 ft away
Inflict Off Balance Off Balance
1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Tenacity Tenacity

Morningstars Morningstars
Greatclubs Greatclubs
Mauls Mauls Flails Flails

Reaction Inflict damage on a miss
  • Recharge: Unlimited use
Strength modifier Damage TypesBludgeoning
  • Minimum 1 damage
Topple Topple Quarterstaves Quarterstaves Action Inflict Prone Prone 1d4Damage TypesBludgeoning
  • Non-lethal damage
Weakening Strike Weakening Strike

Rapiers Rapiers
War Picks War Picks
Warhammers Warhammers Flails Flails

Action Inflict Weak Grip Weak Grip 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
  • Non-lethal damage

Basic ranged weapon actions

Weapon action Associated weapons Cost Effect Damage
Brace (Ranged) Brace (Ranged)

Heavy Crossbows Heavy Crossbows
Longbows Longbows

6 m / 20 ftMovement Reroll ranged damage rolls and take the higher value
  • Duration: 1 turn
-
Hamstring Shot Hamstring Shot

Shortbows Shortbows
Longbows Longbows

Action Inflict Hamstrung Hamstrung Weapon damage
Mobile Shot Mobile Shot Hand Crossbows Hand Crossbows Bonus action Make a bonus action attack after using Dash Dash or Disengage Disengage Weapon damage
Piercing Shot Piercing Shot

Heavy Crossbows Heavy Crossbows
Light Crossbows Light Crossbows
Hand Crossbows Hand Crossbows

Action Inflict Gaping Wounds Gaping Wounds Weapon damage

Unique weapon actions

The following weapon actions are available only on specific weapons. These actions are granted in addition to the basic weapon actions associated with the weapon category.

Unique melee weapon actions

Weapon action Associated weapons Cost Effect Damage
Absolute Power Absolute Power Faithbreaker Action Push target back 5 m / 17 ft

Weapon damage
+ Strength modifier
+ 1d6Damage TypesForce

Blood Money Blood Money Twist of Fortune Action Deal extra damage based on amount of gold carried by the target
  • Target's gold is consumed by this attack

Weapon damage
+ Proficiency bonus per 300 gold

Blood Sacrifice Blood Sacrifice Ritual Dagger Bonus action Deal 1d4Damage TypesSlashing damage to self. Apply Bless Bless to self.
  • Duration: 1 turn
-
Colossal Onslaught Colossal Onslaught Jorgoral's Greatsword Action Strike multiple targets in a line
  • AoE: 6 m / 20 ft (Line)

Weapon damage
+ Proficiency bonus

Commander's Strike Commander's Strike Duke Ravengard's Longsword
Ravengard's Scourger
Action
+
Bonus action
Command an ally to make a weapon attack
  • Range: 9 m / 30 ft
  • Ally spends a Reaction on their turn to make the attack
Weapon damage + 1d8
Corrosive Strike Corrosive Strike Corrosive Flail Action Create a pool of Acid Acid around the target
  • Reduces Armour Class Armour Class by 2
  • AoE: 3 m / 10 ft (Radius)
  • Duration: 3 turns

Weapon damage
+ Proficiency bonusDamage TypesAcid

Crowning Strike Crowning Strike Blade of Oppressed Souls Action Inflict Crown of Madness Crown of Madness

Weapon damage
+ Proficiency bonusDamage TypesPsychic

Dawnburst Strike Dawnburst Strike The Sacred Star Action Inflict Blinded Blinded in an AoE

Weapon damage
+ Proficiency bonusDamage TypesRadiant

Dueller's Enthusiasm Dueller's Enthusiasm Duellist's Prerogative Bonus action If not dual-wielding, make a bonus attack with this weapon
  • Recharge: Per turn
Weapon damage
Edge of Darkness Edge of Darkness Shar's Spear of Evening Action Create a cloud of Darkness Darkness and hit every target inside
  • AoE: 3 m / 10 ft (Radius)
  • Duration: 3 turns
Weapon damage
Gargantuan Cleave Gargantuan Cleave Very Heavy Greataxe Action Strike up to 3 targets
  • AoE: 2 m / 7 ft (Cone)

Inflict Off Balance Off Balance on self

  • Duration: 1 turn

Half weapon damage
+ 1d6Damage TypesSlashing

Grand Slam Grand Slam Corpsegrinder Action
[note 1]
Damage and push away enemies in an AoE

Weapon damage
+ Proficiency bonusDamage TypesThunder

Hellflame Cleave Hellflame Cleave Hellfire Greataxe Action
[note 1]
Strike multiple targets and inflict Roiling Hellfire Roiling Hellfire

Weapon damage
+ 2d6Damage TypesFire

Hush You! Hush You! Witchbreaker Action Inflict Silenced Silenced

Weapon damage
+ Proficiency bonus

Moonlight Butterflies Moonlight Butterflies Moonlight Glaive Action Create Moonlight Butterflies Moonlight Butterflies area
  • Provides Advantage Icon.png Advantage against creatures inside
  • AoE: 2 m / 7 ft (Radius)
  • Duration: 3 turns

Weapon damage
+ Proficiency bonus
+ Proficiency bonusDamage TypesPsychic

Part the Flesh Part the Flesh Fleshrender Action Inflict Rended Flesh Rended Flesh

Weapon damage
+ Proficiency bonusDamage TypesNecrotic

Perfectly Balanced Strike Perfectly Balanced Strike Belm Bonus action Make an attack with your main-hand weapon
  • If Belm is equipped in your offhand, the attack will not be made with Belm.
  • Recharge: Per turn
Weapon damage
Phalar Aluve: Shriek Phalar Aluve: Shriek Phalar Aluve Action
[note 1]
Create aura that debuffs nearby enemies
  • Affected enemies take 1d4Damage TypesThunder extra damage when attacked
  • Affected enemies take -1d4 penalty to all saving throws
  • AoE: 6 m / 20 ft (Radius)
  • Duration: 5 turns
-
Phalar Aluve: Sing Phalar Aluve: Sing Phalar Aluve Action
[note 1]
Create aura that buffs nearby allies
  • Affected allies get 1d4 bonus to attack rolls and saving throws
  • AoE: 6 m / 20 ft (Radius)
  • Duration: 5 turns
-
Poison Mist Poison Mist Argument Solver Action Create a Poison Cloud Poison Cloud which inflicts Poisoned Poisoned

Weapon damage
+ Proficiency bonus
+ Proficiency bonusDamage TypesPoison

Profane Scourge Profane Scourge The Undead Bane Action Inflict Bane Bane on undead and fiends

Weapon damage
+ Proficiency bonus
+ 2d6Damage TypesSlashing (only vs. undead and fiends)

Razor Gale Razor Gale Larethian's Wrath Action Strike all enemies in a large cone
  • AoE: 4 m / 13 ft (Cone)

Weapon damage
+ Proficiency bonus

Revitalising Strike Revitalising Strike Hoppy Action Heal yourself 1d6hit points

Weapon damage
+ Proficiency bonusDamage TypesNecrotic

Searing Blood Searing Blood Rupturing Blade Action Inflict Burning Burning and Bleeding Bleeding

Deal 1d6Damage TypesSlashing to self

Weapon damage
+ Proficiency bonusDamage TypesFire
+ 1d6Damage TypesFire

Soulbreaker Soulbreaker Soulbreaker Greatsword
Silver Sword of the Astral Plane
Action Inflict Stunned Stunned

Weapon damage
+ Proficiency bonusDamage TypesPsychic

Shadowsoaked Blow Shadowsoaked Blow Sword of Clutching Umbra
Justiciar's Scimitar
Action Can attack without losing Hiding Hiding

Weapon damage
+ Proficiency bonus
+ 1d6Damage TypesPsychic

Topple the Big Folk Topple the Big Folk Balduran's Giantslayer Action Inflict Prone Prone to large or greater targets

Weapon damage
+ Proficiency bonus
+ 2d6 (if target is large or greater)

Unshackling Strike Unshackling Strike Orphic Hammer Action Remove Restrained Restrained, Paralysed Paralysed, and Stunned Stunned
  • Recharge: Unlimited use
-
Whirlwind Attack Whirlwind Attack The Dancing Breeze
Belm
Action Hit all enemies in a radius
  • AoE: 2 m / 7 ft (Radius)
Weapon damage
Zephyr Break Zephyr Break Nyrulna Action
[note 1]
Hit all creatures in a line. Inflict Off Balance Off Balance and push the targets back 5 m / 17 ft
  • Strength saving throw
  • Spell save DC
  • AoE: 12 m / 40 ft (Line)
  • Duration: 2 turns
  • Deals half damage on successful save
6d6Damage TypesThunder
Zephyr Flash Zephyr Flash Nyrulna Action
[note 1]
Rush forward up to 12 m / 40 ft hitting all enemies in the way. Inflict Bleeding Bleeding and push the targets back 2 m / 7 ft 6d8Damage TypesThunder

Unique ranged weapon actions

Weapon action Associated weapons Cost Effect Damage
Arcane Ammunition Arcane Ammunition Crossbow of Arcane Force Bonus action Increase damage of this weapon by 1d4Damage TypesForce
  • Duration: 1 turn
-
Blinding Shot Blinding Shot Least Expected Action Inflict Blinded Blinded

Weapon damage
+ Proficiency bonus

Bolt of Celestial Light Bolt of Celestial Light Gontr Mael Action Increase damage of this weapon by 1d4Damage TypesRadiant
  • Duration: 10 turns

Inflict Frightened Frightened

Weapon damage
+ Proficiency bonus
+ 1d8Damage TypesRadiant

Illuminating Shot Illuminating Shot Fabricated Arbalest Bonus action Inflict Radiating Orb Radiating Orb
  • Duration: 2 turns
  • Recharge: Unlimited use
1d4Damage TypesPiercing
  • Does not benefit from most damage bonuses including Sharpshooter Sharpshooter
Pushing Attack Pushing Attack Titanstring Bow Action Push target back 4.5 m / 15 ft Weapon damage
Reposition Malefactor Reposition Malefactor Hellfire Engine Crossbow Action
[note 1]
Pull target 9 m / 30 ft towards you Half weapon damage
  • Does not benefit from most damage bonuses including Sharpshooter Sharpshooter
Sacred Munitions Sacred Munitions Gandrel's Aspiration Bonus action Enchant this weapon to inflict Turned Turned against undead
  • Buff lasts 1 turn
  • Turned Turned lasts 3 turns
  • With Destroy Undead Destroy Undead, attacks do 4d6Damage TypesRadiant bonus damage against undead
-

NPC-specific weapon actions

These weapon actions are attached to weapons that are normally only available to certain creatures. As such, the only way for a player to access these weapon actions without exploits is to summon a creature wielding the associated weapon.

Weapon action Associated weapons Cost Effect Damage
Electrified Flail Electrified Flail Flail of the Vortex Action Inflict Stunned Stunned

Weapon damage
+ 1d10Damage TypesLightning

Hiemal Strike Hiemal Strike Trident of the Depths Action Inflict Chilled Chilled

Weapon damage
+ 1d10Damage TypesCold

Overheat Overheat Azer Warhammer Bonus action Inflict Burning Fiercely Burning Fiercely in an AoE 1d10Damage TypesFire
Scorching Strike Scorching Strike Scimitar of Cinder Action Inflict Burning Burning

Weapon damage
+ 1d10Damage TypesFire


Inaccessible weapon actions

These weapon actions are attached to weapons that are no longer accessible through normal gameplay. They still can be accessed via third party tools.

Weapon action Associated weapons Cost Effect Damage
Blink-of-an-eye Bolt Blink-of-an-eye Bolt Light Crossbow of Speed Bonus action Make a bonus action attack with this weapon
  • Recharge: Per turn
Weapon damage
Bloodrender Bloodrender The Impaler Action Apply Bloodrender Bloodrender to self
  • Duration: 3 turns

Weapon damage
+ Proficiency bonus

Frigid Blade Frigid Blade Allandra's Whelm Action Inflict Frostbitten Frostbitten

Weapon damage
+ Proficiency bonusDamage TypesCold

Headcrack Headcrack Sling Action Inflict Dazed Dazed Weapon damage
  • Non-lethal damage
Press the Advantage Press the Advantage Combination Axe Bonus action After scoring a critical hit, can make a bonus action attack with your main hand weapon Weapon damage
Steadfast Strike Steadfast Strike Steadfast Maul Action Additional effect not implemented

Weapon damage
+ Proficiency bonus

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

Notes

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 These weapon actions do not count as attacks for the purposes of Extra Attack Extra Attack and require your full Action to use.