Template:Weapon action page

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Template documentation

Usage

{{Weapon action page
| this is an example = 
| summary =
| weapons =
| weapon types =
| description =
| extra description = 
| image =
| controller icon =
| icon =
| cost =
| hit cost =
| damage =
| damage type =
| damage modifier =
| extra damge = 
| extra damage type = 
| extra damage modifier = 
| extra damge 2 = 
| extra damage type 2 = 
| extra damage modifier 2 = 
| recharge =
| duration =
| save =
| save dc =
| on save =
| attack roll = 
| on miss =
| range =
| range m = 
| range ft = 
| aoe =
| aoe m =
| aoe ft =
| variants =
| variant of =
| condition =
| condition duration = 
| condition save = 
| condition dc =
| condition2 =
| condition2 duration = 
| condition2 save = 
| condition2 dc =
| area =
| area shape = 
| area range m =
| area range ft =
| area duration =
| X learns at level X =
| granted by feats =
| used by creatures =
| other ways to learn =
| warning =
| notes =
| bugs =
}}
Bg3 content hr.png

This generates pages that don't fit other generators, automatically formatting and categorizing the page. Don't be daunted by the number of parameters/options and fill in what you need.

Template parameters

This template prefers block formatting of parameters.

ParameterDescriptionTypeStatus
Weapon Action summarysummary

The summary of the weapon action and its effects. This goes at the top of the article. If not specified, this will be auto-generated based on the 'weapons' and weapon types' parameters.

Example
This weapon action allows the use to strike all targets within melee range.
Contentoptional
Weaponsweapons

Specifies the weapons that grant this weapon action. Will be used to auto-generate the summary above.

Example
The Undead Bane
Stringoptional
Weapon typesweapon types

Specifies the weapon types that grant this weapon action. Used for common weapon actions that appear based on the base weapon type

Example
Daggers, Pikes, Rapiers, Shortswords, Tridents
Stringoptional
Weapon Action descriptiondescription

The raw in-game description of the action. Use summary for summarizing the action and its effects.

Example
Spend a superiority die to deal {{C|Weapon Damage + 1d8 Physical damage}} and possibly {{Cond|Frightened|Frighten}} the target.
Contentoptional
Extra descriptionextra description

The extra in-game description of the weapon action, shown when the tooltip is locked on screen.

Stringoptional
Tooltip Imageimage

The page's main image used for the tooltip in-game. This should be 380x380

Example
Zephyr Flash Faded.webp
Stringsuggested
Controller Iconcontroller icon

The weapon action's controller icon, used for controller interfaces. This should be the 144x144.

Example
Zephyr Flash Unfaded.webp
Stringsuggested
Iconicon

The weapon action's small icon, used for the hotbar. This should be the 64x64.

Example
Zephyr Flash Unfaded Icon.webp
Stringrequired
costcost

A comma separated list of resources used to perform the action. Use a colon and a number to specify > 1 cost. Valid resources are any resource available in the Resource Template.

Suggested values
action bonus reaction movement half movement ki supdie
Example
action, ki:2
Stringsuggested
hit costhit cost

A comma separated list of resources used only if the action is successful. Any resource defined in [[Template:Resource]] can be used

Suggested values
action bonus reaction supdie ki
Example
ki, bonus
Stringsuggested
damagedamage

The damage of the action, expressed as a number, damage dice, or in text

Suggested values
1d4 20 Weapon Damage
Example
3d6
Stringoptional
damage typedamage type

The type of damage being dealt

Suggested values
Slashing Piercing Bludgeoning Acid Fire Cold Lightning Thunder Necrotic Poison Healing
Example
Acid
Stringoptional
damage modifierdamage modifier

Any modifiers to the damage, found after the plus sign in the damage tooltip. Often a flexible value that scales with the source's ability scores.

Suggested values
STR DEX Spellcasting
Example
STR
Stringoptional
extra damageextra damage

The secondary damage of the action, if applicable. Will be output as damage + damage2. Same parameters as damage. Extra damage can be added up to six times by adding and incrementing the parameters each additional time, i.e. extra damage 2, extra damage type 2 etc.

Suggested values
1d4 20 Weapon Damage
Example
3d6
Stringoptional
extra damage typeextra damage type

The type of damage being dealt

Suggested values
Slashing Piercing Bludgeoning Acid Fire Cold Lightning Thunder Necrotic Poison Healing
Example
Acid
Stringoptional
extra damage modifierextra damage modifier

Any modifiers to the damage, found after the plus sign in the damage tooltip. Often a flexible value that scales with the source's ability scores.

Suggested values
STR DEX Spellcasting
Example
STR
Stringoptional
rechargerecharge

Action recharge time, if applicable

Example
Long Rest
Stringoptional
durationduration

Duration in turns of the action. Generally you will use condition duration instead.

Example
10
Stringoptional
attack rollattack roll

Whether the action is reliant on a attack roll and it's type. Leave blank if no attack roll is made.

Suggested values
yes melee weapon melee spell melee unarmed melee off-hand weapon ranged weapon ranged spell ranged unarmed ranged off-hand weapon
Default
No
Stringoptional
on misson miss

Used in conjunction with 'attack roll' describes what happens if the action misses its attack roll.

Suggested values
Targets still take half damage.
Example
Targets still take half damage.
Stringoptional
savesave

The save (if any) that a target must roll against the damage effect of the action, with the result after the comma.

Suggested values
Strength, half damage Dexterity, negated Constitution Intelligence Wisdom Charisma
Example
Dexterity
Stringoptional
on saveon save

Used in conjunction with 'save', describes what happens when the target successfully makes their saving throw.

Suggested values
Targets still take half damage.
Example
Targets still take half damage.
Stringoptional
rangerange

The range of the action.

Suggested values
ranged melee self
Example
ranged
Stringoptional
range mrange m

Use this parameter if the action's range does not fit into one of the presets, "melee", "ranged", or "self". Indicates the range in meters.

Example
5
Numberoptional
range ftrange ft

Use this parameter if the action's range does not fit into one of the presets, "melee", "ranged", or "self". Indicates the range in feet.

Example
35
Numberoptional
aoeaoe

Indicates if the action affects an area, and what type of shape its effect is.

Suggested values
radius cone cube line
Example
cone
Stringoptional
aoe maoe m

This indicates the range of the action's aoe shape, in meters.

Example
5
Numberoptional
aoe ftaoe ft

This indicates the range of the action's aoe shape, in feet.

Example
15
Numberoptional
conditioncondition

The full name of the condition (if any) that this action applies to its target/s. Leave blank if there is no condition.

Example
Hastened
Stringoptional
condition durationcondition duration

The duration in turns of the action's applied condition. Leave blank if the duration is unlimited.

Example
5
Numberoptional
condition savecondition save

The save that the action's target must roll to avoid or reduce its effects. Can use short or long name, e.g: "STR" or "Strength"

Suggested values
Strength Dexterity Constitution Intelligence Wisdom Charisma
Example
WIS
Stringoptional
condition dccondition dc

The optional fixed DC of the condition that targets have to pass to apply it

Example
12
Numberoptional
condition2condition2

The full name of the condition (if any) that is applied if there is a second condition.

Example
Hastened
Stringoptional
condition2 durationcondition2 duration

The duration in turns of the action's second condition. Leave blank if the duration is unlimited.

Example
5
Numberoptional
condition2 savecondition2 save

The save that the action's target must roll to avoid or reduce the effects of the second condition. Can use short or long name, e.g: "STR" or "Strength"

Suggested values
Strength Dexterity Constitution Intelligence Wisdom Charisma
Example
WIS
Stringoptional
condition2 dccondition2 dc

The optional fixed DC of the second condition that targets have to pass to apply it

Example
12
Numberoptional
Area namearea

Indicates the page of a special area/field/surface/cloud created by the action (if any). Leave blank if there is none.

Example
Hunger of Hadar (area)
Stringoptional
area shapearea shape

This indicates the shape that the special area created by the action takes.

Suggested values
Radius Cone Cube
Example
Radius
Stringoptional
area range marea range m

Indicates the range of the area created by the action, in meters.

Example
5
Numberoptional
area range ftarea range ft

Indicates the range of the area created by the action, in feet.

Example
12
Numberoptional
area durationarea duration

This indicates how long the area created by the action lasts, in turns.

Example
6
Numberoptional
variantsvariants

Comma-separated list of variants of the action, like the element types of Divine Strike.

Example
Divine Strike: Fire, Divine Strike: Ice, Divine Strike: Cold, ...
Stringoptional
variant ofvariant of

The weapon action that is the parent of this weapon action

Example
Divine Strike
Stringoptional
class learns at level 1class learns at level 1

This specifies what level the classes get access to this action at level 1. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 2class learns at level 2

This specifies what level the classes get access to this action at level 2. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 3class learns at level 3

This specifies what level the classes get access to this action at level 3. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 4class learns at level 4

This specifies what level the classes get access to this action at level 4. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 5class learns at level 5

This specifies what level the classes get access to this action at level 5. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 6class learns at level 6

This specifies what level the classes get access to this action at level 6. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 7class learns at level 7

This specifies what level the classes get access to this action at level 7. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 8class learns at level 8

This specifies what level the classes get access to this action at level 8. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 9class learns at level 9

This specifies what level the classes get access to this action at level 9. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 10class learns at level 10

This specifies what level the classes get access to this action at level 10. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 11class learns at level 11

This specifies what level the classes get access to this action at level 11. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
class learns at level 12class learns at level 12

This specifies what level the classes get access to this action at level 12. You can use subclass names such as "Fiend" or "Light Domain" to indicate that Fiend Warlocks or Light Domain clerics gain access.

Example
Sorcerer, Wizard, Fiend, Light Domain
Stringoptional
warningwarning

Warning text for the tooltip that doesn't belong in the description.

Stringoptional
granted by featsgranted by feats

This specifies what feats get access to this weapon action. Similar to the class and race arguments, this list can be comma-separated as well.

Example
Magic Initiate: Druid
Stringoptional
used by creaturesused by creatures

This specifies which creatures use this action.

Example
Magma Mephit
Stringoptional
notesnotes

Any extra or related information about the action.

Contentoptional
bugsbugs

Any known bugs about the action.

Contentoptional
If this is an examplethis is an example

If this is an example and you don't want the page to be categorized and related.

Example
yes
Stringoptional
other ways to learnother ways to learn

Other ways to learn. These will be inserted as-is at the end of the how to learn field.

Stringoptional

Examples

Piercing Strike

Piercing Strike is a weapon action available to characters proficient in and wielding a dagger, pike, rapier, shortsword, or trident in their main hand.

Description

Stab an enemy and possibly inflict Gaping Wounds. Undead and Constructs can't suffer Gaping Wounds.

Properties

Cost
Action
Damage
Normal weapon damage
Details
Melee weapon attack roll
 Range: Normal weapon range
Recharge: Short rest

Condition: Gaping Wounds

Gaping Wounds Gaping Wounds

Duration: 2 turns

Constitution saving throw

  • Attacks against this creature deal an additional 2Damage TypesPiercing damage.
  • Removed by healing.

How to learn

Granted by wielding the following weapon types with proficiency:


Gargantuan Cleave

Gargantuan Cleave is a weapon action granted by Very Heavy Greataxe.

Description

Swing your weapon with all your might. You can attack multiple targets, but become Off Balanced.

Properties

Cost
Action
Damage
Normal weapon damage
+
D6 Slashing.png 1d6 (1~6) Damage TypesSlashing
Details
Attack roll
AoE: 1.5 m / 5 ft (Cone)
Recharge: Short rest

How to learn

Granted by the weapons:


Pommel Strike

Pommel Strike is a weapon action available to characters proficient in and wielding a greatsword, or longsword in their main hand.

Description

Make a non-lethal attack against an enemy and possibly daze them.

Properties

Cost
Bonus action
Damage
Details
Attack roll
 Melee: 1.5 m / 5  ft
Recharge: Short rest

Condition: Dazed

Dazed Dazed

Duration: 2 turns

Constitution saving throw

How to learn

Granted by wielding the following weapon types with proficiency:


Brace (Melee)

Brace (Melee) is a weapon action available to characters proficient in and wielding a glaive, or pike in their main hand.

Description

Spend 6 m / 20 ft of your movement. For the rest of your turn, roll melee damage twice and use the highest result.

Properties

Cost
6 m / 20 ftMovement
Details
Duration: 1 turn
Recharge: Short rest

How to learn

Granted by wielding the following weapon types with proficiency:


Tenacity

Tenacity is a weapon action available to characters proficient in and wielding a greatclub, mace, maul, or morningstar in their main hand.

Description

When you miss an attack, deal Damage TypesBludgeoning damage equal to your Strength Modifier (or a minimum of 1).

Properties

Cost
Reaction

How to learn

Granted by wielding the following weapon types with proficiency:


Zephyr Flash

Zephyr Flash is a weapon action granted by Nyrulna.

Description

Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding Bleeding.

Doesn't provoke Opportunity Attacks.

Properties

Cost
Action
Cost on hit
Bonus action
Damage
D8 Thunder.png 6d8 (6~48) Damage TypesThunder
Details
DEX Save (DC 15) (On Save: Targets still take half damage.)
 Range: 12 m / 40 ft
Recharge: Short rest

Condition: Bleeding

Bleeding Bleeding

Duration: 3 turns

Dexterity saving throw

How to learn

Granted by the weapons:


Profane Scourge

Profane Scourge is a weapon action granted by The Undead Bane.

Description

Strike with subjugating fury, adding your proficiency bonus to the damage roll. If you hit a Fiend or Undead creature, deal an additional 2d6Damage TypesSlashingDRS damage and possibly Bane Bane it.

Properties

Cost
Action + Bonus action
Damage
Normal weapon damage
+
+
D6 Slashing.png 2d6 (2~12) Damage TypesSlashing (conditional)
Details
Attack roll
 Range: Normal weapon range
Recharge: Short rest

Condition: Bane

Bane Bane

Duration: 3 turns

Strength saving throw

How to learn

Granted by the weapons:


Menacing Attack

Menacing Attack Melee.webp

Menacing Attack (Melee) is a Battle Master Battle Master Action. This combat manoeuvre allows the Fighter to deal damage to enemies with Melee Weapons and possibly Frighten them.

Description

Spend a superiority die to deal Weapon Damage + 1d8 Physical damage and possibly Frighten Frighten the target.

Properties

Cost
Action
Cost on hit
Superiority Die
Damage
Normal weapon damage
+ Superiority Die Damage TypesWeapon damage
Details
Attack roll (On Miss: Does not spend Superiority Die.)

Condition: Frightened

Frightened Frightened

Duration: 1 turn

Wisdom saving throw

How to learn

Classes:

This template adds rows to the table "spells", which is declared by the template Spell page. View table.