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Weapons: Difference between revisions

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* In [[Early Access]] there were two properties called {{Heavy}} and {{SmallIcon|Loading Icon.png}} Loading. These are properties in the tabletop game, but their effects were never implemented and they didn't make it into the final game.
* In [[Early Access]] there were two properties called {{Heavy}} and {{SmallIcon|Loading Icon.png}} Loading. These are properties in the tabletop game, but their effects were never implemented and they didn't make it into the final game.


== Footnotes ==
{{notelist}}
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Revision as of 21:23, 14 December 2023

Weapons are a type of equipment that is used in attacks that deal damage. Weapons give access to special weapon actions, provides the wielder is proficient with them, and are an essential tool for any adventurer.

Overview

Each weapon is either melee or ranged, and deals a specific type of physical damage: Damage TypesBludgeoning, Damage TypesPiercing, or Damage TypesSlashing.

Weapons are further categorised as either martial or simple. Martial weapons deal more damage than simple weapons, but more specialised training to properly use.

Additionally, each weapons has a set of properties which determine how the weapon may be used.

Weapon slots

Each character has a main hand slot and an off-hand slot, both of which can equip weapons.

Weapons are classified as either one-handed, two-handed or versatile. One-handed weapons only take up one weapon slot, whereas two-handed take up both. Versatile weapons can be wielded as either one-handed or two-handed weapons, the latter of which deals greater damage.

One-handed weapons allow the creature to equip a shield in their off-hand, but one-handed weapons can also be dual wielded if both weapons have the light property.[note 1]

Proficiency

Classes give proficiency with weapons or category of weapons, allowing the creature to add their proficiency bonus to their attack rolls.

Proficiency in the equipped main hand weapon unlocks its weapon actions. Off-hand weapons do not grant weapon actions.

Properties

Weapons can have various special properties:

Property Description
Enchantment Enchantment (+1, +2, +3) This weapon is magically enchanted. It overcomes resistances to bludgeoning, piercing and slashing damage from non-magical weapons. You also add the corresponding bonuses (+1, +2, etc.) to any attack and damage rolls made with this weapon.
Finesse Finesse You use the higher one of your Strength and Dexterity for attack and damage rolls.
Light (Weapon Property) Light Can be wielded in your off-hand as a secondary weapon, if your main-hand weapon is also light.
Range Every ranged weapon has a normal range and a long range. Creatures that are beyond normal range but within long range can be attacked, albeit with Disadvantage Icon.png Disadvantage. Creatures outside of long range cannot be attacked.
Extra Reach Extra Reach A melee weapon with this property can be used to attack enemies up to 2.5 m / 8 ft away, instead of the regular 1.5 m / 5 ft.
Silvered (Not implemented.) Some monsters are immune or resistant to nonmagical weapons, but susceptible to silver weapons.
Special Various special rules apply to the weapon, explained in its description.
Thrown Thrown A melee weapon with this property can be thrown for a ranged attack, and will benefit from the Ability Score Modifier (Strength) and Proficiency Bonus as usual, instead of being treated as an Improvised Weapon. This combines with the Finesse property: if you throw a Dagger, which has both Thrown and Finesse, you can use your Dexterity Modifier for the attack and damage rolls.
Two-Handed Two-Handed Indicates that this is a two-handed weapon. It has to be wielded with both hands when making an attack with it, but can still be just carried in one.
Versatile Versatile Indicates that this is a versatile weapon. It can be used with one hand or both hands. Typically, using a versatile weapon with both hands offers a higher maximum damage.

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Martial weapons

Martial weapons require extensive training to effectively use in combat. Martial Classes such as Barbarian, Fighter, Paladin, and Ranger have Proficiency with all martial weapons at Level 1. Otherwise, one can obtain martial proficiency by taking the appropriate Feat at Level 4. A creature's Race and Class may also grant it proficiency with specific types of martial weapons; see Proficiencies granted by Race and Class below.

Melee Martial Weapons
One-Handed Versatile Two-Handed
Ranged Martial Weapons
One-Handed Versatile Two-Handed
(none)

Simple weapons

Simple weapons are easy to learn and use. Every Class except Druid, Wizard, and Sorcerer is proficient with all simple weapons at Level 1. Otherwise, one can obtain simple weapon proficiency by taking the appropriate Feat at Level 4. A creature's Race and Class may also grant it proficiency with specific types of simple weapons; see Proficiencies granted by Race and Class below.

Melee Simple Weapons
One-Handed Versatile Two-Handed
Ranged Simple Weapons
One-Handed Versatile Two-Handed
(none) (none)

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Proficiencies granted by Race and Class

Weapon Proficiencies granted by Race and Class
Racial Weapon Proficiencies
Drow Rapiers Rapiers, Shortswords Shortswords, Hand Crossbows Hand Crossbows
Dwarf Battleaxes Battleaxes, Handaxes Handaxes, Light Hammers Light Hammers, Warhammers Warhammers
Elf Longswords Longswords, Shortswords Shortswords, Longbows Longbows, Shortbows Shortbows
Githyanki Greatswords Greatswords, Longswords Longswords, Shortswords Shortswords
Half-Elf, Human Pikes Pikes, Spears Spears, Halberds Halberds, Glaives Glaives
Class Weapon Proficiencies
Barbarian, Fighter, Paladin, Ranger Martial weapons, Simple weapons (In effect, all weapons except Improvised.)
Bard, Rogue Simple weapons, Hand Crossbows Hand Crossbows, Longswords Longswords, Rapiers Rapiers, Shortswords Shortswords
Cleric Simple weapons, Flails Flails, Morningstars Morningstars
Druid Clubs Clubs, Daggers Daggers, Javelins Javelins, Maces Maces, Quarterstaves Quarterstaves, Scimitars Scimitars, Sickles Sickles, Spears Spears
Monk Simple weapons, Shortswords Shortswords
Sorcerer, Wizard Daggers Daggers, Light Crossbows Light Crossbows, Quarterstaves Quarterstaves
Warlock Simple weapons

Improvised Weapons

Objects that aren't actually weapons can nevertheless be used as Improvised Weapons. Note that this is not the same as using a non-weapon item that resembles a weapon strongly enough to allow it to be used as such. For example, when Salami is used as a weapon, it actually functions as a Club, not as an Improvised Weapon.

Weapon properties table

The following table summarizes all weapon types in the game and provides a quick overview of their properties. The columns 1H-dmg and 2H-dmg list the dice rolled for one-handed and two-handed damage, as well as the average damage this will provide.

If the Range column is empty, it indicates a standard melee range of 1.5 m / 5 ft, while Reach stands for the extended melee range of 2.5 m / 8 ft and Thrown indicates that the weapon can be thrown up to a maximum of 18 m / 60 ft. The ranges listed for ranged weapons is their normal range; they also have an extended range which is double, but confers Disadvantage Icon.png Disadvantage on the Attack Roll.

Weapon 1H-dmg 2H-dmg Finesse Weight Range Damage Type Category
Clubs Clubs 1d4 / 2.5 Light Bludgeoning Simple
Daggers Daggers 1d4 / 2.5 Yes Light Thrown Piercing Simple
Handaxes Handaxes 1d6 / 3.5 Light Thrown Slashing Simple
Javelins Javelins 1d6 / 3.5 Thrown Piercing Simple
Light Hammers Light Hammers 1d4 / 2.5 Light Thrown Bludgeoning Simple
Maces Maces 1d6 / 3.5 Bludgeoning Simple
Sickles Sickles 1d4 / 2.5 Light Slashing Simple
Quarterstaves Quarterstaves 1d6 / 3.5 1d8 / 4.5 Bludgeoning Simple
Spears Spears 1d6 / 3.5 1d8 / 4.5 Thrown Piercing Simple
Greatclubs Greatclubs 1d8 / 4.5 Bludgeoning Simple
Flails Flails 1d8 / 4.5 Bludgeoning Martial
Morningstars Morningstars 1d8 / 4.5 Piercing Martial
Rapiers Rapiers 1d8 / 4.5 Yes Piercing Martial
Scimitars Scimitars 1d6 / 3.5 Yes Light Slashing Martial
Shortswords Shortswords 1d6 / 3.5 Yes Light Piercing Martial
War Picks War Picks 1d8 / 4.5 Piercing Martial
Battleaxes Battleaxes 1d8 / 4.5 1d10 / 5.5 Slashing Martial
Longswords Longswords 1d8 / 4.5 1d10 / 5.5 Slashing Martial
Tridents Tridents 1d6 / 3.5 1d8 / 4.5 Thrown Piercing Martial
Warhammers Warhammers 1d8 / 4.5 1d10 / 5.5 Bludgeoning Martial
Glaives Glaives 1d10 / 5.5 Heavy Reach Slashing Martial
Greataxes Greataxes 1d12 / 6.5 Heavy Slashing Martial
Greatswords Greatswords 2d6 / 7 Heavy Slashing Martial
Halberds Halberds 1d10 / 5.5 Heavy Reach Slashing Martial
Mauls Mauls 2d6 / 7 Heavy Bludgeoning Martial
Pikes Pikes 1d10 / 5.5 Heavy Reach Piercing Martial
Light Crossbows Light Crossbows 1d8 / 4.5 18 m / 60 ft Piercing Simple
Shortbows Shortbows 1d6 / 3.5 18 m / 60 ft Piercing Simple
Hand Crossbows Hand Crossbows 1d6 / 3.5 Light 15 m / 50 ft Piercing Martial
Heavy Crossbows Heavy Crossbows 1d10 / 5.5 18 m / 60 ft Piercing Martial
Longbows Longbows 1d8 / 4.5 18 m / 60 ft Piercing Martial

Unused Weapons

Two types of weapons cannot be normally obtained in-game, but are still present in the game files along with their unique proficiencies.

Weapon 1H-dmg 2H-dmg Finesse Weight Range Damage Type
Darts Darts 1d4 Yes 18 m / 60 ft Piercing
Slings Slings 1d4 18 m / 60 ft Bludgeoning

Notes

  • In Early Access there were two properties called Heavy (weapon property) Heavy and Loading. These are properties in the tabletop game, but their effects were never implemented and they didn't make it into the final game.

Footnotes

  1. The Dual Wielder feat removes this limitation and also allows dual-wielding of versatile weapons, which are never light.

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