Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

List of weapons with global passives

From bg3.wiki
Revision as of 03:17, 21 August 2024 by RocksInMyDryer (talk | contribs) (Made a new page for "Stat Sticks")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

The following is a list of all unique weapons which affect 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. Some provide various bonuses to attack or damage rolls for all held weapons, or even to spell attacks. Any effects which require an action or bonus 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.

- Jump distance is increased by 1.5 m / 5 ft.

Moonlantern The Shadow Curse does not affect this entity or creatures within 13 m / 43 ft.
Mourning Frost - When dealing any Cold damage, the wielder deals an additional 1 Cold.

- Dealing Cold damage with a spell possibly inflicts Chilled upon the target.

Nyrulna - You gain a +3 m / 10 ft bonus to movement speed and jump distance.

- Equipping this weapon gives you Immunity to falling damage.

Orphic Hammer You have  Advantage on  Saving throws against spells.
Pale Oak Druidic vines cannot  Ensnare you and do not count as  difficult terrain.
Pelorsun Blade All Attack rolls have  Advantage against Undead.
Phalar Aluve Performance +1.
Punch-Drunk Bastard - While under the effect of the Alcohol condition, you have Advantage on all Attack rolls.
Rhapsody Gain a +1 bonus to all Attack rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3.
Selûne's Spear of Night - You gain  Advantage on Wisdom  Saving throws and Perception Checks.

- You can see in the dark up to  12 m / 40 ft.

Shar's Spear of Evening - You gain  Advantage on  Saving throws while Lightly or Heavily Obscured.

- All weapon attacks deal an additional 1d6 damage to creatures that are Lightly or Heavily Obscured. - You cannot be Blinded.

Silver Sword of the Astral Plane - A githyanki holding this weapon has Advantage on Intelligence, Wisdom, and Charisma saving throws.

- A githyanki holding this weapon has resistance to Psychic damage, and cannot be Charmed.

Soulbreaker Greatsword You gain a +2 bonus to  Initiative rolls.
Staff of Arcane Blessing Creatures you Bless also gain an additional 1d4 bonus to spell attack rolls.
Staff of Cherished Necromancy - Creatures have  Disadvantage on  Saving throws against your necromancy spells.

- When the wielder kills a hostile creature with a spell, they gain Life Essence until their next Long Rest.

Staff of Interruption Allows the wielder to cast Counterspell as a level 5 spell once before recharging on a Long Rest.
Staff of Spellpower - You gain a +1 bonus to Spell Save DC and Spell attack rolls.

- Grants the Arcane Battery passive.

Staff of the Emperor - You gain a +1 bonus to Spell Save DC and Spell attack rolls.

- When you succeeds a Saving throw, the foe that caused the throw needs to make an Intelligence saving throw or be Stunned for 1 turn.

Sword of the Emperor The wielder has a +2 bonus to  Saving throws against spells.
The Blood of Lathander - Once per Long Rest, when your hit points are reduced to 0, you regain 2d6hit points. Allies within  9 m / 30 ft also regain 1d6 hit points.

- Sheds holy light in a 6 m / 20 ft radius. In combat, fiends and undead standing in the light are Blinded if they fail a DC 14 Constitution throw.

The Dead Shot The number you need to roll a Critical Hit with any attack is reduced by 1.
The Spellsparkler When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges per damaged enemy.
Thorn Blade While concentrating, all melee weapon attacks deal an additional 1d4 Poison.
Vicious Battleaxe When you land a Critical Hit with any weapon attack, it deals an additional 7 damage.
Vicious Shortbow When you land a Critical Hit with any weapon attack, it deals an additional 7 damage.
Witchbreaker You gain  Advantage on all Attack rolls against concentrating creatures.
Woe - You gain a +1 bonus to Spell Save DC and Spell attack rolls.

- When the creatures affected by your spells fail any associated  Saving throws, you regain 1d4 hit points.

Worgfang Goblins have  Disadvantage on Attack rolls against the wielder.
Xyanyde Once per Short Rest, you can encase a target in  Faerie Fire for 2 turns if you miss an attack against it.