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Weapons: Difference between revisions

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| - The number you need to [[Attack Roll|roll]] a [[Critical Hit]] with any attack is reduced by 1.
| - The number you need to [[Attack Roll|roll]] a [[Critical Hit]] with any attack is reduced by 1.
- [[Armour Class]] +1 (Off-Hand Only).
- [[Armour Class]] +1 (Off-Hand Only).
- When a creature misses you with a melee attack, you may retaliate and gain [[True Strike (Condition)|True Strike]] (Off-Hand Only).
- When a creature misses you with a melee attack, you may retaliate and gain [[True Strike (Condition)|True Strike]] (Off-Hand Only).
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Revision as of 23:01, 20 August 2024

Weapons are a type of equipment that is used in attacks that deal damage. Weapons also give proficient wielders access to special weapon actions, 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 require more specialised training to properly use.

Additionally, each weapon 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 its proficiency bonus to its 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. 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 The ranges listed for ranged weapons is their normal range; they also have an extended range which is double that, but confers disadvantage to the attacker.

Weapon Damage Range Properties
1h 2h
Simple melee weapons
Clubs Clubs 1d4 Bludgeoning 1.5 m (5 ft) Light
Daggers Daggers 1d4 Piercing 1.5 m (5 ft) Finesse, Light, Thrown
Handaxes Handaxes 1d6 Slashing 1.5 m (5 ft) Light, Thrown
Javelins Javelins 1d6 Piercing 1.5 m (5 ft) Thrown
Light Hammers Light Hammers 1d4 Bludgeoning 1.5 m (5 ft) Light, Thrown
Maces Maces 1d6 Bludgeoning 1.5 m (5 ft)
Sickles Sickles 1d4 Slashing 1.5 m (5 ft) Light
Quarterstaves Quarterstaves 1d6 Bludgeoning 1d8 Bludgeoning 1.5 m (5 ft) Versatile
Spears Spears 1d6 Piercing 1d8 Piercing 1.5 m (5 ft) Versatile, Thrown
Greatclubs Greatclubs 1d8 Bludgeoning 1.5 m (5 ft) Two-handed
Martial melee weapons
Flails Flails 1d8 Bludgeoning 1.5 m (5 ft)
Morningstars Morningstars 1d8 Piercing 1.5 m (5 ft)
Rapiers Rapiers 1d8 Piercing 1.5 m (5 ft) Finesse
Scimitars Scimitars 1d6 Slashing 1.5 m (5 ft) Finesse, Light
Shortswords Shortswords 1d6 Piercing 1.5 m (5 ft) Finesse, Light
War Picks War Picks 1d8 Piercing 1.5 m (5 ft)
Battleaxes Battleaxes 1d8 Slashing 1d10 Slashing 1.5 m (5 ft) Versatile
Longswords Longswords 1d8 Slashing 1d10 Slashing 1.5 m (5 ft) Versatile
Tridents Tridents 1d6 Piercing 1d8 Piercing 1.5 m (5 ft) Versatile, Thrown
Warhammers Warhammers 1d8 Bludgeoning 1d10 Bludgeoning 1.5 m (5 ft) Versatile
Glaives Glaives 1d10 Slashing 2.5 m (8 ft) Two-handed
Greataxes Greataxes 1d12 Slashing 1.5 m (5 ft) Two-handed
Greatswords Greatswords 2d6 Slashing 1.5 m (5 ft) Two-handed
Halberds Halberds 1d10 Slashing 2.5 m (8 ft) Two-handed
Mauls Mauls 2d6 Bludgeoning 1.5 m (5 ft) Two-handed
Pikes Pikes 1d10 Piercing 2.5 m (8 ft) Two-handed
Simple ranged weapons
Light Crossbows Light Crossbows 1d8 Piercing 18 m (60 ft) Two-handed
Shortbows Shortbows 1d6 Piercing 18 m (60 ft) Two-handed
Martial ranged weapons
Hand Crossbows Hand Crossbows 1d6 Piercing 15 m (50 ft) Light
Heavy Crossbows Heavy Crossbows 1d10 Piercing 18 m (60 ft) Two-handed
Longbows Longbows 1d8 Piercing 18 m (60 ft) Two-handed

Weapons with Global Passives

The following is a list of unique weapons which effects their wielder, even when that weapon isn't being used to attack. These are often colloquially referred to as "stat sticks." Many of these benefits include increases to skills, ability scores or other character attributes. Though some provide various bonuses to attack or damage rolls for all held weapons, or even to spell attacks. Any effects which require an action to activate are not included.

Weapons Effects
Ambusher - Gain a +1 bonus to Initiative rolls and Advantage on Perception Ability Checks.

- You deal an additional 1d6 Necrotic damage with any weapon attack against creatures that haven't taken a turn yet.

Assassin's Shortsword Advantage on Stealth Checks.
Bloodthirst - The number you need to roll a Critical Hit with any attack is reduced by 1.

- Armour Class +1 (Off-Hand Only).

- When a creature misses you with a melee attack, you may retaliate and gain True Strike (Off-Hand Only).

Bow of Awareness You gain a +1 bonus to Initiative rolls.
Caitiff Staff You gain a +1 bonus to Spell Save DC and Spell attack rolls.
Club of Hill Giant Strength Increases Strength score to 19.
Cold Snap - Armour Class +1 (Off-Hand Only).

- When a creature misses you with an attack, it will be Chilled for 2 turns (Off-Hand Only).

Corellon's Grace - You gain a +1 bonus to Unarmed Attack rolls and damage.

- While the wielder is not wearing armour, they receive a +2 bonus to Saving throws.

Creation's Echo If the wielder deals Acid, Fire, Lightning, Radiant, or Necrotic damage to a creature, it become resistant to that damage type for 2 turns.
Crimson Mischief When you make an attack with any off-hand weapon, you can add your Ability Modifier to the damage of the attack.
Darkfire Shortbow - Resistance to Fire damage.

- Resistance to Cold damage.

Defender Flail - Reduce incoming Bludgeoning, Piercing, and Slashing damage by 1.

- Armour Class +1.

Despair of Athkatla You gain a +1 bonus to Spell Save DC and Spell attack rolls.
Dolor Amarus When you land a Critical Hit with any weapon attack, it deals an additional 7 damage.
Drakethroat Glaive Enemies have  Disadvantage on  Saving throws against your dragonborn breath weapon.
Dread Iron Dagger While you are hidden, all weapons deals an extra 1d6 Necrotic damage.
Duellist's Prerogative - While your off-hand is empty, the number you need to roll a Critical Hit with any attack is reduced by 1.

- While your off-hand is empty, you gain an additional  Reaction per turn.

Duke Ravengard's Longsword - When you kill an enemy, allies within 9 m / 30 ft gain temporary hit points equal to their Charisma Modifier (minimum 1).

- Charisma +2 (up to 24).

Gandrel's Aspiration You have Advantage on all attacks against Monstrosity type enemies.
Gleamdance Dagger When this dagger is wielded in the off-hand, the wielder gains a +1 bonus to Armour Class.
Goblinbane Dagger Goblins have Disadvantage on Attack rolls against the wielder.
Halberd of Vigilance Gain a +1 bonus to Initiative rolls and Advantage on Perception Ability Checks.
Hamarhraft When the wearer Jumps, they deal 1d4 Thunder damage in a 3 m / 10 ft radius upon landing.
Hammer of the Just All melee attacks deal an additional 1d6 Slashing damage against Fiends and Undead.
Handmaiden's Mace Increases Strength score to 18.
Harmonium Halberd - Strength +2 (up to 23).

- Intelligence -1.

- Wisdom -1.

Hellrider Longbow - Gain a +3 bonus to Initiative rolls and  Advantage on  Perception checks.

- A creature damaged by this weapon or any spell cast by its wielder will possibly be afflicted with Faerie Fire.

Hollow's Staff Creatures have  Disadvantage on  Saving throws against your necromancy spells.
Hunting Shortbow You have  Advantage on all attacks against Monstrosity type enemies.
Incandescent Staff - Ranged Spell Attack +1.

- Resistance to Fire damage.

Infernal Rapier You gain a +1 bonus to Spell Save DC.
Knife of the Undermountain King - The number you need to roll a Critical Hit with any attack is reduced by 1.

- When 2 damage or less is rolled on any melee weapon attack, reroll the dice, taking the highest result.

Loviatar's Scourge Grants Resistance to Necrotic damage.
Markoheshkir You gain a +1 bonus to Spell Save DC and Spell attack rolls.
Melf's First Staff You gain a +1 bonus to Spell Save DC and Spell attack rolls.
Monster Slayer Glaive - You gain an additional 1d4 to all attack rolls against Monstrosity type enemies.

- All weapons deal an additional 1d4 damage against Monstrosity type enemies.

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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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