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Weapon actions: Difference between revisions

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=== Melee Weapons ===
=== Melee Weapons ===
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{| class="wikitable"
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! style="width: 15.0%;" | Weapon Action
! style="width: 15.0%;" | Weapon Action
! style="width: 17.5%;" | Associated Weapons
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=== Ranged Weapons ===
=== Ranged Weapons ===
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{| class="wikitable"
{| class="wikitable" style="width: 100%;"
! style="width: 15.0%;" | Weapon Action
! style="width: 15.0%;" | Weapon Action
! style="width: 17.5%;" | Associated Weapons
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{| class="wikitable"
{| class="wikitable" style="width: 100%;"
! style="width: 15.0%;" | Weapon Action
! style="width: 15.0%;" | Weapon Action
! style="width: 17.5%;" | Associated Weapons
! style="width: 17.5%;" | Associated Weapons
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== Conditions Inflicted by Weapon Actions ==
== Conditions Inflicted by Weapon Actions ==
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! style="width: 10.0%;" | Condition
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! style="width: 25.0%;" | Inflicted by / Saving Throw
! style="width: 25.0%;" | Inflicted by / Saving Throw

Revision as of 15:01, 23 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 for four differences: firstly, the 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, but most frequently it's +2. To express all this mathematically:

Weapon Action DC = 10 + Strength or Dexterity + 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.

Overview of Weapon Actions

Melee Weapons

Weapon Action Associated Weapons Cost Effect Bonus DC Damage
Backbreaker Action Inflict Prone Strength (+1) 1d4 + Strength Modifier
Damage TypesBludgeoning
Brace (Melee)  6 m / 20 ft movement 'Advantage' on damage rolls for this turn - -
Cleave 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 Action Inflict Dazed Constitution (Hybrid DC) Weapon damage
Crippling Strike Action Inflict Crippled Constitution (+2) 1d4 + Strength Modifier
Damage TypesSlashing
Disarming Strike Action Target drops Weapon Strength (+2) 1d4 + Strength Modifier
Damage TypesPiercing
Flourish Bonus action Inflict Off Balance Dexterity (+2) None
Heartstopper Action Inflict Chest Trauma Constitution (+2) 1d4 + Strength Modifier
Damage TypesBludgeoning
Lacerate Action Inflict Bleeding Constitution (+2) Weapon damage
Piercing Strike Action Inflict Gaping Wounds Constitution (+2) Weapon damage
Pommel Strike Bonus action Inflict Dazed Constitution (+2) 1d4 + Strength Modifier
Damage TypesSlashing
Prepare  6 m / 20 ft movement Extra damage on melee attacks this turn - Strength Modifier
Damage TypesSlashing
Rush Attack Action Charge 9 m / 30 ft
Inflict Off Balance (Condition)
Strength (+1) 1d4 + Strength Modifier
Inherits weapon damage type
Tenacity Reaction Inflict damage on a miss - Strength Modifier
Damage TypesBludgeoning
Topple Action Inflict Prone Dexterity (+2) None
Weakening Strike 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)  6 m / 20 ft movement 'Advantage' on damage rolls for this turn - -
Hamstring Shot Action Inflict Hamstrung Constitution (+1) Weapon damage
Mobile Shot Bonus action Weapon attack as a bonus action
Prerequisite: Dashed or Disengaged this turn
- Weapon damage
Piercing Shot Action Inflict Gaping Wounds Constitution (+1) Weapon damage

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 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 (+1) 1d8 + Strength Modifier Damage TypesBludgeoning
Maiming Strike (Weapon Action) Thermodynamo Axe Action Possibly inflict Maimed on your target. They can't move. Constitution (+1) 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 Action Rend the enemy's body and soul, dealing an additional 4Damage TypesPsychic damage and possibly Stun them. Constitution (+1) 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 (+1) 2d6 + 2x Strength Modifier + Proficiency Bonus Damage TypesSlashing

Conditions Inflicted by Weapon Actions

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