Weapons

From Baldur's Gate 3 Wiki

Weapons are a type of equipment that is used in attacks that deal damage. Weapons also give proficient wielders access to special weapon actions, and are an essential tool for any adventurer.

Overview[edit | edit source]

Each weapon is either melee or ranged, and deals a specific type of physical damage:   Bludgeoning,   Piercing, or   Slashing.

Weapons are further categorised as either martial or simple. Martial weapons deal more damage than simple weapons, but more specialised training to properly use.

Additionally, each weapons has a set of properties which determine how the weapon may be used.

Weapon slots[edit | edit source]

Each character has a main hand slot and an off-hand slot, both of which can equip weapons.

Weapons are classified as either one-handed, two-handed or versatile. One-handed weapons only take up one weapon slot, whereas two-handed take up both. Versatile weapons can be wielded as either one-handed or two-handed weapons, the latter of which deals greater damage.

One-handed weapons allow the creature to equip a shield in their off-hand, but one-handed weapons can also be dual wielded if both weapons have the light property.[note 1]

Proficiency[edit | edit source]

Classes give proficiency with weapons or category of weapons, allowing the creature to add their proficiency bonus to their attack rolls.

Proficiency in the equipped main hand weapon unlocks its weapon actions. Off-hand weapons do not grant weapon actions.

Properties[edit | edit source]

Weapons can have various special properties:

Property Description
  Enchantment (+1, +2, +3) This weapon is magically enchanted. You also add the corresponding bonuses (+1, +2, etc.) to any attack and damage rolls made with this weapon.
  Finesse You use the higher one of your Strength and Dexterity for attack and damage rolls.
  Light Can be wielded in your off-hand as a secondary weapon, if your main-hand weapon is also light.
  Range Every ranged weapon has a normal range and a long range. Creatures that are beyond normal range but within long range can be attacked, albeit with   Disadvantage. Creatures outside of long range cannot be attacked.
  Extra Reach A melee weapon with this property can be used to attack enemies up to 2.5 m / 8 ft away, instead of the regular 1.5 m / 5 ft.
Silvered (Not implemented.) Some monsters are immune or resistant to nonmagical weapons, but susceptible to silver weapons.
Special Various special rules apply to the weapon, explained in its description.
  Thrown A melee weapon with this property can be thrown for a ranged attack, and will benefit from the Ability Score Modifier (Strength) and Proficiency Bonus as usual, instead of being treated as an Improvised Weapon. This combines with the Finesse property: if you throw a Dagger, which has both Thrown and Finesse, you can use your Dexterity Modifier for the attack and damage rolls.
  Two-Handed Indicates that this is a two-handed weapon. It has to be wielded with both hands when making an attack with it, but can still be just carried in one.
  Versatile Indicates that this is a versatile weapon. It can be used with one hand or both hands. Typically, using a versatile weapon with both hands offers a higher maximum damage.

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Martial weapons[edit | edit source]

Martial weapons require extensive training to effectively use in combat. Martial Classes such as Barbarian, Fighter, Paladin, and Ranger have Proficiency with all martial weapons at Level 1. Otherwise, one can obtain martial proficiency by taking the appropriate Feat at Level 4. A creature's Race and Class may also grant it proficiency with specific types of martial weapons; see Proficiencies granted by Race and Class below.

Melee Martial Weapons
One-Handed Versatile Two-Handed
Ranged Martial Weapons
One-Handed Versatile Two-Handed
(none)

Simple weapons[edit | edit source]

Simple weapons are easy to learn and use. Every Class except Druid, Wizard, and Sorcerer is proficient with all simple weapons at Level 1. Otherwise, one can obtain simple weapon proficiency by taking the appropriate Feat at Level 4. A creature's Race and Class may also grant it proficiency with specific types of simple weapons; see Proficiencies granted by Race and Class below.

Melee Simple Weapons
One-Handed Versatile Two-Handed
Ranged Simple Weapons
One-Handed Versatile Two-Handed
(none) (none)

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Proficiencies granted by Race and Class[edit | edit source]

Weapon Proficiencies granted by Race and Class
Racial Weapon Proficiencies
Drow   Rapiers,   Shortswords,   Hand Crossbows
Dwarf   Battleaxes,   Handaxes,   Light Hammers,   Warhammers
Elf   Longswords,   Shortswords,   Longbows,   Shortbows
Githyanki   Greatswords,   Longswords,   Shortswords
Half-Elf, Human   Pikes,   Spears,   Halberds,   Glaives
Class Weapon Proficiencies
Barbarian, Fighter, Paladin, Ranger Martial Weapons, Simple Weapons (In effect, all weapons except Improvised.)
Bard, Rogue Simple Weapons,   Hand Crossbows,   Longswords,   Rapiers,   Shortswords
Cleric, Warlock Simple Weapons
Druid   Clubs,   Daggers,   Javelins,   Maces,   Quarterstaves,   Scimitars,   Sickles,   Spears
Sorcerer, Wizard   Daggers,   Light Crossbows,   Quarterstaves
Monk Simple Weapons,   Shortswords

Improvised Weapons[edit | edit source]

Objects that aren't actually weapons can nevertheless be used as Improvised Weapons. Note that this is not the same as using a non-weapon item that resembles a weapon strongly enough to allow it to be used as such. For example, when Salami is used as a weapon, it actually functions as a Club, not as an Improvised Weapon.

Weapon properties table[edit | edit source]

The following table summarizes all weapon types in the game and provides a The ranges listed for ranged weapons is their normal range; they also have an extended range which is double that, but confers disadvantage to the attacker.

Weapon Damage Range Properties
1h 2h
Simple melee weapons
  Clubs 1d4 Bludgeoning 1.5 m (5 ft) Light
  Daggers 1d4 Piercing 1.5 m (5 ft) Finesse, Light, Thrown
  Handaxes 1d6 Slashing 1.5 m (5 ft) Light, Thrown
  Javelins 1d6 Piercing 1.5 m (5 ft) Thrown
  Light Hammers 1d4 Bludgeoning 1.5 m (5 ft) Light, Thrown
  Maces 1d6 Bludgeoning 1.5 m (5 ft)
  Sickles 1d4 Slashing 1.5 m (5 ft) Light
  Quarterstaves 1d6 Bludgeoning 1d8 Bludgeoning 1.5 m (5 ft) Versatile
  Spears 1d6 Piercing 1d8 Piercing 1.5 m (5 ft) Versatile, Thrown
  Greatclubs 1d8 Bludgeoning 1.5 m (5 ft) Two-handed
Martial melee weapons
  Flails 1d8 Bludgeoning 1.5 m (5 ft)
  Morningstars 1d8 Piercing 1.5 m (5 ft)
  Rapiers 1d8 Piercing 1.5 m (5 ft) Finesse
  Scimitars 1d6 Slashing 1.5 m (5 ft) Finesse, Light
  Shortswords 1d6 Piercing 1.5 m (5 ft) Finesse, Light
  War Picks 1d8 Piercing 1.5 m (5 ft)
  Battleaxes 1d8 Slashing 1d10 Slashing 1.5 m (5 ft) Versatile
  Longswords 1d8 Slashing 1d10 Slashing 1.5 m (5 ft) Versatile
  Tridents 1d6 Piercing 1d8 Piercing 1.5 m (5 ft) Versatile, Thrown
  Warhammers 1d8 Bludgeoning 1d10 Bludgeoning 1.5 m (5 ft) Versatile
  Glaives 1d10 Slashing 2.5 m (10 ft) Two-handed
  Greataxes 1d12 Slashing 1.5 m (5 ft) Two-handed
  Greatswords 2d6 Slashing 1.5 m (5 ft) Two-handed
  Halberds 1d10 Slashing 2.5 m (10 ft) Two-handed
  Mauls 2d6 Bludgeoning 1.5 m (5 ft) Two-handed
  Pikes 1d10 Piercing 2.5 m (10 ft) Two-handed
Simple ranged weapons
  Light Crossbows 1d8 Piercing 18 m (60 ft) Two-handed
  Shortbows 1d6 Piercing 18 m (60 ft) Two-handed
Martial ranged weapons
  Hand Crossbows 1d6 Piercing 15 m (50 ft) Light
  Heavy Crossbows 1d10 Piercing 18 m (60 ft) Two-handed
  Longbows 1d8 Piercing 18 m (60 ft) Two-handed

Unused Weapons[edit | edit source]

Two types of weapons cannot be normally obtained in-game, but are still present in the game files along with their unique proficiencies.

Weapon 1H-dmg 2H-dmg Finesse Weight Range Damage Type
  Darts 1d4 Yes 18 m / 60 ft Piercing
  Slings 1d4 18 m / 60 ft Bludgeoning

Notes[edit | edit source]

  • In Early Access there were two properties called   Heavy and   Loading. These are properties in the tabletop game, but their effects were never implemented and they didn't make it into the final game.

Footnotes[edit | edit source]

  1. The Dual Wielder feat removes this limitation and also allows dual-wielding of versatile weapons, which are never light.

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