Weapon actions: Difference between revisions

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|[[Prone]]||{{Topple}} (STR) <br> {{Backbreaker}} (DEX)||[[Strength]] <br> [[Dexterity]]||{{Advantage}} to nearby attackers||Using half of [[Movement Speed]]
|[[Prone]]||{{Topple}} (STR) <br> {{Backbreaker}} (DEX)||[[Strength]] <br> [[Dexterity]]||{{Advantage}} to nearby attackers||Using half of [[Movement Speed]]
|-
|-
|Off Balance||{{Rush Attack}} (STR) <br> {{Flourish}} (DEX)||Strength <br> Dexterity||{{Advantage}} to attackers||Taking damage or when [[Help|helped]]
|[[Conditions#Off Balance|Off Balance]]||{{Rush Attack}} (STR) <br> {{Flourish}} (DEX)||Strength <br> Dexterity||{{Advantage}} to attackers||Taking damage or when [[Help|helped]]
|-
|-
|Weak Grip||{{Weakening Strike}} (STR)||Strength <br> Dexterity||{{Disadvantage}} on attacks||When helped
|[[Conditions#Weak Grip|Weak Grip]]||{{Weakening Strike}} (STR)||Strength <br> Dexterity||{{Disadvantage}} on attacks||When helped
|-
|-
|Crippled||{{Crippling Strike}} (CON)||Dexterity||[[Movement Speed]] reduced to 0||Healing
|[[Conditions#Crippled|Crippled]]||{{Crippling Strike}} (CON)||Dexterity||[[Movement Speed]] reduced to 0||Healing
|-
|-
|Chest Trauma||{{Heartstopper}} (CON)||[[Constitution]]||One less Action for 2 turns||Healing
|[[Conditions#Chest Trauma|Chest Trauma]]||{{Heartstopper}} (CON)||[[Constitution]]||One less Action for 2 turns||Healing
|-
|-
|Bleeding||{{Lacerate}} (CON)||Constitution||Inflicts 2 {{DamageType|Slashing}} per turn for 2 turns||Healing
|[[Conditions#Bleeding|Bleeding]]||{{Lacerate}} (CON)||Constitution||Inflicts 2 {{DamageType|Slashing}} per turn for 2 turns||Healing
|-
|-
|Dazed||{{Concussive Smash}} (CON) <br> {{Pommel Strike}} (CON)||[[Wisdom]]||Can't take reactions, loses Dexterity bonus to [[Armour Class]]||When helped
|[[Conditions#Dazed|Dazed]]||{{Concussive Smash}} (CON) <br> {{Pommel Strike}} (CON)||[[Wisdom]]||Can't take reactions, loses Dexterity bonus to [[Armour Class]]||When helped
|-  
|-  
|Gaping Wounds||{{Piercing Shot}} (CON) <br> {{Piercing Strike}} (CON)||-||Receive additional 2 {{DamageType|Piercing}} damage from attacks for 2 turns||Healing
|[[Conditions#Gaping Wounds|Gaping Wounds]]||{{Piercing Shot}} (CON) <br> {{Piercing Strike}} (CON)||-||Receive additional 2 {{DamageType|Piercing}} damage from attacks for 2 turns||Healing
|-
|-
|Hamstrung||{{Hamstring Shot}} (CON)||-||Movement Speed halved||Healing
|[[Conditions#Hamstrung|Hamstrung]]||{{Hamstring Shot}} (CON)||-||Movement Speed halved||Healing
|}
|}

Revision as of 06:46, 16 July 2023

Weapon Actions are a type of Action granted to a character based on the type of weapon they are wielding. For example, bladed weapons such as Longswords will typically grant the Lacerate weapon action.

These actions are only usable once per Short Rest and are special in some way, normally able to do bonus damage, hit multiple targets, debilitate foes, or move the character.

In order to gain access to the Weapon Actions from a weapon, a creature must have Proficiency in that weapon type and have it equipped in the main hand or both hands (off-hand weapons do not grant Weapon Actions).

In Early Access, the difficulty class (or DC) of Weapon Actions is equal to your Spellcasting DC.

Overview of Weapon Actions

Melee Weapons

Weapon Action Associated Weapons Cost Effect Saving Throw Damage
Backbreaker Backbreaker ()
Put extra force behind your strike to possibly knock your enemy Prone Prone. || Warhammers Warhammers || Action || Inflict Prone || Strength || 1d4 + Strength Modifier
Damage TypesBludgeoning
Brace (Melee) Brace ()
Spend 6 m / 20 ft of your movement. For the rest of your turn, roll melee damage twice and use the highest result. || Glaives Glaives
Pikes Pikes || Movement Speed
6 m / 20 ft || 'Advantage' on damage rolls for this turn || - || -
Cleave Cleave ()
Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals. || Battleaxes Battleaxes
Greataxes Greataxes
Halberds Halberds
Greatswords Greatswords || Action || Strike 3 targets
1.5 m / 5 ft cone || - || Halved weapon damage
(added damage is not halved e.g. from Divine Smite, Great Weapon Master)
Concussive Smash Concussive Smash ()
Hit an enemy with all your might to deal damage and possibly Dazed Daze them. || Morningstars Morningstars
Bludgeoning weapons except Quarterstaves:
Clubs Clubs
Light Hammers Light Hammers
Maces Maces
Warhammers Warhammers
Greatclubs Greatclubs
Mauls Mauls
|| Action || Inflict Dazed || Constitution || Weapon damage
No results War Picks War Picks
Battleaxes Battleaxes
Tridents Tridents
Action Inflict Crippled Constitution 1d4 + Strength Modifier
Damage TypesSlashing
Flourish Flourish ()
Feint an attack to possibly throw your opponent Off Balance Off Balance. || All martial weapons with Finesse:
Scimitars Scimitars
Shortswords Shortswords
Rapiers Rapiers || Bonus action || Inflict Off Balance || Dexterity || None
Heartstopper Heartstopper ()
Smash an enemy's chest in and possibly inflict Chest Trauma Chest Trauma. || Morningstars Morningstars || Action || Inflict Chest Trauma|| Constitution|| 1d4 + Strength Modifier
Damage TypesBludgeoning
Lacerate Lacerate ()
Slash at your target's vital points to make it Bleeding Bleed. || All Slashing weapons:
Handaxes Handaxes
Sickles Sickles
Scimitars Scimitars
Battleaxes Battleaxes
Longswords Longswords
Glaives Glaives
Greataxes Greataxes
Greatswords Greatswords
Halberds Halberds || Action || Inflict Bleeding || Constitution|| Weapon damage
Piercing Strike Piercing Strike ()
Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds. || Rapiers Rapiers
Shortswords Shortswords
Tridents Tridents
Pikes Pikes || Action || Inflict Gaping Wounds || Constitution || Weapon damage
Pommel Strike Pommel Strike ()
Make a non-lethal attack against an enemy and possibly Dazed Daze them. || Longswords Longswords
Greatswords Greatswords || Bonus action || Inflict Dazed || Constitution || 1d4 + Strength Modifier
Damage TypesSlashing
Prepare Prepare ()
Spend 6 m / 20 ft of your movement to deal an additional [Strength modifier]Damage TypesPhysicalDRS damage (minimum 1) on each successful weapon attack for the rest of the turn. || Greataxes Greataxes || Movement Speed
6 m / 20 ft || Extra damage on melee attacks this turn || - || Strength Modifier
Damage TypesSlashing
Rush Attack Rush Attack ()
Charge forward and attack the first enemy in your way, possibly pushing them Off Balance Off Balance. || Longswords Longswords
All polearms except Quarterstaves:
Spears Spears
Tridents Tridents
Glaives Glaives
Halberds Halberds
Pikes Pikes || Action || Charge 9 m / 30 ft
Inflict Off Balance || Strength|| 1d4 + Strength Modifier
Inherits weapon damage type
Tenacity Tenacity ()
When you miss an attack, deal Damage TypesBludgeoning damage equal to your Strength modifier anyway (minimum of 1). || Morningstars Morningstars
Greatclubs Greatclubs
Mauls Mauls || Reaction || Inflict damage on a miss || - || Strength Modifier
Damage TypesBludgeoning
Topple Topple ()
Swipe at a creature to knock it Prone. || Quarterstaves Quarterstaves || Action || Inflict Prone || Dexterity|| None
Weakening Strike Weakening Strike ()
Target an enemy's hands with a non-lethal attack and possibly inflict Weak Grip Weak Grip. || Rapiers Rapiers
War Picks War Picks
Warhammers Warhammers || Action || Inflict Weak Grip || Strength || 1d4 + Strength Modifier
Inherits weapon damage type

Ranged Weapons

Weapon Action Associated Weapons Cost Effect Saving Throw Damage
Brace (Ranged) Brace ()
Spend 6 m / 20 ft of your movement. For the rest of your turn, roll ranged damage twice and use the highest result. || Longbows Longbows || Movement Speed
6 m / 20 ft || 'Advantage' on damage rolls for this turn || - || -
Hamstring Shot Hamstring Shot ()
Shoot an enemy in the thigh and possibly reduce their Movement Speed by 50%. || Shortbows Shortbows
Longbows Longbows || Action || Inflict Hamstrung || Constitution || Weapon damage
Mobile Shot Mobile Shot ()
Make a Ranged Attack while moving. Prerequisite: Must have Dash Dashed or Disengage Disengaged this turn. || Hand Crossbows Hand Crossbows || Bonus action || Prerequisite:
Dashed or Disengaged this turn || - || Weapon damage
Piercing Shot Piercing Shot ()
Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks. || All crossbows:
Light Crossbows Light Crossbows
Hand Crossbows Hand Crossbows
Heavy Crossbows Heavy Crossbows || Action || Inflict Gaping Wounds || Constitution || 1d8 + Dexterity Modifier
Damage TypesPiercing

Conditions Inflicted by Weapon Actions

Condition Inflicted by (and Saving Throw) Saving Throw Penalty Additional Effects Removed By
Prone Template:Topple (STR)
Template:Backbreaker (DEX)
Strength
Dexterity
Advantage Icon.png Advantage to nearby attackers Using half of Movement Speed
Off Balance Template:Rush Attack (STR)
Template:Flourish (DEX)
Strength
Dexterity
Advantage Icon.png Advantage to attackers Taking damage or when helped
Weak Grip Template:Weakening Strike (STR) Strength
Dexterity
Disadvantage Icon.png Disadvantage on attacks When helped
Crippled Template:Crippling Strike (CON) Dexterity Movement Speed reduced to 0 Healing
Chest Trauma Template:Heartstopper (CON) Constitution One less Action for 2 turns Healing
Bleeding Template:Lacerate (CON) Constitution Inflicts 2 Damage TypesSlashing per turn for 2 turns Healing
Dazed Template:Concussive Smash (CON)
Template:Pommel Strike (CON)
Wisdom Can't take reactions, loses Dexterity bonus to Armour Class When helped
Gaping Wounds Template:Piercing Shot (CON)
Template:Piercing Strike (CON)
- Receive additional 2 Damage TypesPiercing damage from attacks for 2 turns Healing
Hamstrung Template:Hamstring Shot (CON) - Movement Speed halved Healing