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Warhammers

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Warhammers Warhammers are a type of versatile martial melee weapon. The following are some base attributes common to most warhammers, although special or magical variants may be significantly different. For the most common, nonmagical type of this weapon, see Warhammer. Further down below, you can find a list of all warhammers in the game.

Properties

One-handed damage
Two-handed damage
Details
 Versatile
 Melee: 1.5 m / 5  ft
Dippable Dippable

Actions[edit source]

Proficiency Icon.png If you have proficiency, equip in main hand to gain:

Backbreaker Backbreaker ()

Put extra force behind your strike to possibly knock your enemy Prone Prone.

Concussive Smash Concussive Smash ()

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

Weakening Strike Weakening Strike ()

Target an enemy's hands with a non-lethal attack and possibly inflict Weak Grip Weak Grip.

List of warhammers

Weapon Enchant. Damage Damage Type Weight Price Special


Pactbound Warhammer

1d8

Bludgeoning

2.7 kg
5.4 lb

0


Azer Warhammer

1d8

Bludgeoning

2.7 kg
5.4 lb

0

Overheat Overheat ()

Release a fraction of your inner fire. All nearby creatures take damage and start Burning Fiercely Burning Fiercely.


Warhammer

1d8

Bludgeoning

2.7 kg
5.4 lb

50


Ceremonial Warhammer

+1

1d8 + 1

Bludgeoning

2.7 kg
5.4 lb

65


Faithbreaker

+1

1d8 + 1

Bludgeoning

2.7 kg
5.4 lb

300

Absolute Power Absolute Power ()

A surge of Divine energy accompanies your swing. It deals an additional 1d6Damage TypesForce damage and possibly pushes your target back 5 m / 17 ft.


Intransigent Warhammer

1d8

Bludgeoning

2.7 kg
5.4 lb

100
Impulse Blast
Knocks nearby creatures Prone Prone after killing a target or landing a Critical Hit.


Warhammer +1

+1

1d8 + 1

Bludgeoning

2.7 kg
5.4 lb

65


Charge-Bound Warhammer

+1

1d8 + 1

Bludgeoning

2.7 kg
5.4 lb

310
Favoured Weapon
This weapon has a +1 bonus to damage and Attack rolls.
Shocking Bound
This weapon deals an additional 1d6Damage TypesLightning damage.
  • This hammer's magical powers only function if it's Bound to an Eldritch Knight or is a Warlock's Pact Weapon. These effects are in addition to the weapon's +1 enchantment.


Clown Hammer

+2

1d8 + 2

Bludgeoning

2.7 kg
5.4 lb

310
Grim Irony
Whenever this weapon lands a critical hit, both target and attacker have to succeed a Wisdom Saving Throw, or be affected by fits of laughter fits of laughter.


Hammer of the Just

+2

1d8 + 2
1d4

Bludgeoning
Radiant

2.7 kg
5.4 lb

310
Slay the Wicked
This weapon deals an additional 1d6Damage TypesSlashing damage against Fiends and Undead.
Detect Thoughts Detect Thoughts ()
Cast as a level 1 spell ( Recharge: Long rest.)


Ketheric's Warhammer

+1

1d8 + 1
1d4

Bludgeoning
Psychic

2.7 kg
5.4 lb

310


Warhammer +2

+2

1d8 + 2

Bludgeoning

2.7 kg
5.4 lb

155


Dwarven Thrower

+2

1d8 + 2

Bludgeoning

2.7 kg
5.4 lb

770
Homing Weapon
This weapon will return to its owner when thrown.
Dwarven Thrower
A Dwarf throwing this warhammer deals an extra 1d8Damage TypesBludgeoning damage. If the target is Large, Huge or Gargantuan creature, the strike deals an additional 2d8Damage TypesBludgeoning damage.


Orphic Hammer

+3

1d8 + 3

Bludgeoning

2.7 kg
5.4 lb

770
Spell Resistance
You have Advantage Icon.png Advantage on Saving throws against spells.
Unshackling Strike Unshackling Strike ()

Smite the magical bonds keeping a creature Restrained Restrained, Paralysed Paralysed, and Stunned Stunned, freeing it.

Legacy content

External links[edit | edit source]

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