Weapon actions

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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 ||  6 m / 20 ft movement || '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 ||  6 m / 20 ft movement || 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 ||  6 m / 20 ft movement || '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 || Weapon attack as a 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

Special Actions

  • The following actions are available only on specific weapons.
Weapon Action Associated Weapons Cost Effect Saving Throw Damage
Gargantuan Cleave Gargantuan Cleave ()
Swing your weapon with all your might. You can attack multiple targets, dealing bonus 1d6Damage TypesSlashingDRS damage, but become Off Balance - Gargantuan Cleave Off Balanced for Duration: 1 turn. || Very Heavy Greataxe || Action || Strike multiple foes but inflict Off Balance on self || - || Weapon damage + 1d6


Conditions Inflicted by Weapon Actions

Condition Inflicted by (and Saving Throw) Saving Throw Penalty Additional Effects Removed By
Prone
Topple Topple ()
Swipe at a creature to knock it Prone. (STR)
Backbreaker Backbreaker ()
Put extra force behind your strike to possibly knock your enemy Prone Prone. (DEX)||Strength
Dexterity||Advantage Icon.png Advantage to nearby attackers||
Off Balance
Rush Attack Rush Attack ()
Charge forward and attack the first enemy in your way, possibly pushing them Off Balance Off Balance. (STR)
Flourish Flourish ()
Feint an attack to possibly throw your opponent Off Balance Off Balance. (DEX)||Strength
Dexterity||Advantage Icon.png Advantage to attackers||
  • Taking damage
  • Ally Help
Weak Grip
Weakening Strike Weakening Strike ()
Target an enemy's hands with a non-lethal attack and possibly inflict Weak Grip Weak Grip. (STR) ||Strength
Dexterity||Disadvantage Icon.png Disadvantage on attacks||
Crippled No results (CON) Dexterity Movement Speed reduced to 0
  • Healing
Chest Trauma
Heartstopper Heartstopper ()
Smash an enemy's chest in and possibly inflict Chest Trauma Chest Trauma. (CON)||Constitution||One less Action for 2 turns||
  • Healing
Bleeding
Lacerate Lacerate ()
Slash at your target's vital points to make it Bleeding Bleed. (CON)||Constitution||Inflicts 2 Damage TypesSlashing per turn for 2 turns||
  • Healing
Dazed
Concussive Smash Concussive Smash ()
Hit an enemy with all your might to deal damage and possibly Dazed Daze them. (CON)
Pommel Strike Pommel Strike ()
Make a non-lethal attack against an enemy and possibly Dazed Daze them. (CON)||Wisdom||Can't take reactions, loses Dexterity bonus to Armour Class||
Gaping Wounds
Piercing Shot Piercing Shot ()
Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks. (CON)
Piercing Strike Piercing Strike ()
Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds. (CON)||-||Receive additional 2 Damage TypesPiercing damage from attacks for 2 turns||
  • Healing
Hamstrung
Hamstring Shot Hamstring Shot ()
Shoot an enemy in the thigh and possibly reduce their Movement Speed by 50%. (CON)||-||Movement Speed halved||
  • Healing