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List of weapons with global passives

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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 Type Effects
Ambusher Melee - Shortsword
Assassin's Shortsword Melee - Shortsword Advantage on Stealth Checks.
Bloodthirst Melee - Dagger
  • 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 Ranged - Shortbow You gain a +1 bonus to Initiative rolls.
Bow of the Banshee Ranged - Shortbow Gain a +1d4 bonus to all weapon attacks and weapon damage against Frightened creatures.
Caitiff Staff Melee - Quarterstaff You gain a +1 bonus to Spell Save DC and Spell attack rolls.
Club of Hill Giant Strength Melee - Club Increases Strength score to 19.
Cold Snap Melee - Dagger
  • 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 Melee - Quarterstaff
  • 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 Melee - Quarterstaff 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 Melee - Shortsword When you make an attack with any off-hand weapon, you can add your Ability Modifier to the damage of the attack.
Darkfire Shortbow Ranged - Shortbow
Defender Flail Melee - Flail
Despair of Athkatla Melee - Quarterstaff You gain a +1 bonus to Spell Save DC and Spell attack rolls.
Dolor Amarus Melee - Dagger When you land a Critical Hit with any weapon attack, it deals an additional 7 damage.
Drakethroat Glaive Melee - Glaive Enemies have Disadvantage on Saving throws against your dragonborn breath weapon.
Dread Iron Dagger Melee - Dagger While you are hidden, all weapons deals an extra 1d6 Necrotic damage.
Duellist's Prerogative Melee - Rapier
  • 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 Melee - Longsword
Gandrel's Aspiration Ranged - Heavy Crossbow You have Advantage on all attacks against Monstrosity type enemies.
Gleamdance Dagger Melee - Dagger When this dagger is wielded in the off-hand, the wielder gains a +1 bonus to Armour Class.
Goblinbane Dagger Melee - Dagger Goblins have Disadvantage on Attack rolls against the wielder.
Halberd of Vigilance Melee - Halberd Gain a +1 bonus to Initiative rolls and Advantage on Perception Ability Checks.
Hamarhraft Melee - Maul When the wearer Jumps, they deal 1d4 Thunder damage in a 3 m / 10 ft radius upon landing.
Hammer of the Just Melee - Warhammer All melee attacks deal an additional 1d6 Slashing damage against Fiends and Undead.
Handmaiden's Mace Melee - Mace Increases Strength score to 18.
Harmonium Halberd Melee - Halberd
Hellrider Longbow Ranged - Longbow
Hollow's Staff Melee - Quarterstaff Creatures have Disadvantage on Saving throws against your necromancy spells.
Hunting Shortbow Ranged - Shortbow You have Advantage on all attacks against Monstrosity type enemies.
Incandescent Staff Melee - Quarterstaff
Infernal Rapier Melee - Rapier You gain a +1 bonus to Spell Save DC.
Knife of the Undermountain King Melee - Shortsword
  • 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 Melee - Mace Grants Resistance to Necrotic damage.
Markoheshkir Melee - Quarterstaff You gain a +1 bonus to Spell Save DC and Spell attack rolls.
Melf's First Staff Melee - Quarterstaff You gain a +1 bonus to Spell Save DC and Spell attack rolls.
Monster Slayer Glaive Melee - 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 Melee - Club The Shadow Curse does not affect this entity or creatures within 13 m / 43 ft.
Mourning Frost Melee - Quarterstaff
  • 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 Melee - Trident
  • 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 Melee - Warhammer You have Advantage on Saving throws against spells.
Pale Oak Melee - Quarterstaff Druidic vines cannot Ensnare you and do not count as difficult terrain.
Pelorsun Blade Melee - Rapier All Attack rolls have Advantage against Undead.
Phalar Aluve Melee - Longsword Performance +1.
Punch-Drunk Bastard Melee - Greatclub While under the effect of the Alcohol condition, you have Advantage on all Attack rolls.
Rhapsody Melee - Dagger 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 Melee - Spear
Shar's Spear of Evening Melee - Spear
  • 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 Melee - Greatsword
Soulbreaker Greatsword Melee - Greatsword You gain a +2 bonus to Initiative rolls.
Staff of Arcane Blessing Melee - Quarterstaff Creatures you Bless also gain an additional 1d4 bonus to spell attack rolls.
Staff of Cherished Necromancy Melee - Quarterstaff
Staff of Interruption Melee - Quarterstaff Allows the wielder to cast Counterspell as a level 5 spell once before recharging on a Long Rest.
Staff of Spellpower Melee - Quarterstaff
Staff of the Emperor Melee - Quarterstaff
Sword of the Emperor Melee - Longsword The wielder has a +2 bonus to  Saving throws against spells.
The Blood of Lathander Melee - Mace
  • Once per Long Rest, when your hit points are reduced to 0, you regain 2d6 hit points. Allies within 9 m / 30 ft also regain 1d6 hit points.
  • Sheds holy light in a 6 m / 20 ft radius. Fiends and undead standing in the light are Blinded if they fail a DC 14 Constitution throw.
The Dead Shot Ranged - Longbow The number you need to roll a Critical Hit with any attack is reduced by 1.
The Spellsparkler Melee - Quarterstaff When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges per damaged enemy.
Thorn Blade Melee - Scimitar While concentrating, all melee weapon attacks deal an additional 1d4 Poison.
Vicious Battleaxe Melee - Battleaxe When you land a Critical Hit with any weapon attack, it deals an additional 7 damage.
Vicious Shortbow Ranged - Shortbow When you land a Critical Hit with any weapon attack, it deals an additional 7 damage.
Witchbreaker Melee - Battleaxe You gain Advantage on all Attack rolls against concentrating creatures.
Woe Melee - Quarterstaff
Worgfang Melee - Dagger Goblins have Disadvantage on Attack rolls against the wielder.
Xyanyde Melee - Mace Once per Short Rest, you can encase a target in Faerie Fire for 2 turns if you miss an attack against it.