Ad placeholder

Weapons

From bg3.wiki
Jump to navigation Jump to search

Weapons serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs.

There are a number of ways to categorize items:

  • Martial or Simple
  • Melee or Ranged
  • One-handed, Two-handed, or Versatile

Each weapon deals a specific type of physical damage: Damage TypesBludgeoning, Damage TypesPiercing, or Damage TypesSlashing.

Versatile weapons can be wielded in one hand, or both hands. Wielding them in both hands usually grants higher damage; see the details of each versatile weapon for the one-handed and two-handed damage values.

One-handed weapons can be dual-wielded if both weapons have the Light property. The Dual Wielder Feat removes the limitation that the weapons must be light. This also allows dual-wielding versatile weapons, which are never light.

Properties

Weapons can have various special properties, though not all are implemented in the game as of now:

Property Description
Ammunition (Not implemented.) You need ammunition to be able to attack. You can regain half of your spent ammunition after a battle by spending one minute to search the area.
Finesse You use the higher one of your Strength and Dexterity for attack and damage rolls.
Heavy (Not implemented.) Small creatures have Disadvantage Icon.png Disadvantage on attack rolls.
Light Can be wielded in your off-hand as a secondary weapon, if your main-hand weapon is also light.
Loading (Not implemented.) You can only make one attack per turn with this weapon, be it through an action, bonus action, or reaction.
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.
Reach A melee weapon with this property can be used to attack enemies up to 3 m / 10 ft away, instead of the regular 1.5 m / 5 ft.
Special Various special rules apply to the weapon, explained in its description.
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 Indicates that this is a two-handed weapon. It can only be used with both hands.
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.
Silvered (Not implemented.) Some monsters are immune or resistant to nonmagical weapons, but susceptible to silver weapons.

Martial Weapons

Martial weapons require extensive training to effectively use in combat. Only martial Classes such as Barbarian, Fighter, Paladin, and Ranger have Proficiency with all martial weapons at Level 1. Otherwise, you can obtain martial proficiency by taking the appropriate Feat at Level 4. Also, the following classes have proficiency in specific martial weapons:

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

Simple Weapons

Simple weapons are easy to learn and use. Almost any commoner can wield simple weapons in combat. Every Class except Druid, Wizard, and Sorcerer is proficient with all simple weapons at Level 1. Otherwise, you can obtain simple weapon proficiency by taking the appropriate Feat at Level 4. That being said, the aforementioned classes have proficiency in a number of specific weapons:

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

Improvised Weapons

Objects that aren't actually weapons can nevertheless be used as Improvised Weapons. One can gain Proficiency in these by choosing the corresponding Feat when leveling up.

Note that this is not the same thing as using a non-weapon that resembles a weapon strongly enough to allow it to be used as that type of weapon. For example, when Salami is used as a weapon, it actually functions as a Club (a Simple Weapon), not as an Improvised Weapon.


Weapon Table

In the following, an empty Range column indicates the standard melee range of 1.5 m / 5 ft, and Reach indicates the extended melee range of 2.5 m / 8 ft.

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