Weapons

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Revision as of 06:37, 8 March 2023 by Majesstic (talk | contribs) (link to light weapon page)
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Weapons serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs.

There are a number of ways to categorize items:

  • Martial or Simple
  • Melee or Ranged
  • One-handed, Two-handed, or Versatile

Each weapon deals a specific type of physical damage: Damage TypesBludgeoning, Damage TypesPiercing, or Damage TypesSlashing.

Versatile weapons can be wielded in one hand, or both hands. Wielding them in both hands usually grants higher damage; see the details of each Versatile weapon for the one-handed and two-handed damage values.

One-handed weapons can be dual-wielded if both weapons have the Light property. The Dual Wielder Feat removes this limitation and also allows dual-wielding of Versatile weapons, which are never Light.

Properties

Weapons can have various special properties, though not all are implemented in the game as of now:

Property Description
Ammunition (Not implemented.) You need ammunition to be able to attack. You can regain half of your spent ammunition after a battle by spending one minute to search the area.
Finesse You use the higher one of your Strength and Dexterity for attack and damage rolls.
Heavy (Not implemented.) Small creatures have Disadvantage Icon.png Disadvantage on attack rolls.
Light Can be wielded in your off-hand as a secondary weapon, if your main-hand weapon is also light.
Loading (Not implemented.) You can only make one attack with this weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make with that singular action type.
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 Icon.png Disadvantage. Creatures outside of long range cannot be attacked.
Reach A melee weapon with this property can be used to attack enemies up to 3 m / 10 ft away, instead of the regular 1.5 m / 5 ft.
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 can only be used with both hands.
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.
Silvered (Not implemented.) Some monsters are immune or resistant to nonmagical weapons, but susceptible to silver weapons.

Martial Weapons

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 Weapopns
One-Handed Versatile Two-Handed
(none)

Simple Weapons

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)

Proficiencies granted by Race and Class

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

Improvised Weapons

Objects that aren't actually weapons can nevertheless be used as Improvised Weapons. One can gain Proficiency in these by choosing the corresponding Feat when leveling up. 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 Table

The following table summarizes all weapon types in the game and provides a quick overview of their properties. The columns 1H-dmg and 2H-dmg list the dice rolled for one-handed and two-handed damage, as well as the average damage this will provide.

If the Range column is empty, it indicates a standard melee range of 1.5 m / 5 ft, while Reach stands for the extended melee range of 2.5 m / 8 ft and Thrown indicates that the weapon can be thrown up to a maximum of 18 m / 60 ft. The ranges listed for ranged weapons is their normal range; they also have an extended range which is double, but confers Disadvantage Icon.png Disadvantage on the Attack Roll.

Weapon 1H-dmg 2H-dmg Finesse Weight Range Damage Type
Clubs Clubs 1d4 / 2.5 Bludgeoning
Daggers Daggers 1d4 / 2.5 Yes Light Thrown Piercing
Handaxes Handaxes 1d6 / 3.5 Light Thrown Slashing
Javelins Javelins 1d6 / 3.5 Thrown Piercing
Light Hammers Light Hammers 1d4 / 2.5 Light Thrown Bludgeoning
Maces Maces 1d6 / 3.5 Bludgeoning
Sickles Sickles 1d4 / 2.5 Light Slashing
Quarterstaves Quarterstaves 1d6 / 3.5 1d8 / 4.5 Bludgeoning
Spears Spears 1d6 / 3.5 1d8 / 4.5 Thrown Piercing
Greatclubs Greatclubs 1d12 / 6.5 Bludgeoning
Morningstars Morningstars 1d8 / 4.5 Piercing
Rapiers Rapiers 1d8 / 4.5 Yes Piercing
Scimitars Scimitars 1d6 / 3.5 Yes Light Slashing
Shortswords Shortswords 1d6 / 3.5 Yes Light Slashing
War Picks War Picks 1d8 / 4.5 Piercing
Battleaxes Battleaxes 1d8 / 4.5 1d10 / 5.5 Slashing
Longswords Longswords 1d8 / 4.5 1d10 / 5.5 Slashing
Tridents Tridents 1d6 / 3.5 1d8 / 4.5 Reach / Thrown Piercing
Warhammers Warhammers 1d8 / 4.5 1d10 / 5.5 Bludgeoning
Glaives Glaives 1d10 / 5.5 Heavy Reach Slashing
Greataxes Greataxes 1d12 / 6.5 Heavy Slashing
Greatswords Greatswords 2d6 / 7 Heavy Slashing
Halberds Halberds 1d10 / 5.5 Heavy Reach Slashing
Mauls Mauls 2d6 / 7 Heavy Bludgeoning
Pikes Pikes 1d10 / 5.5 Heavy Reach Piercing
Light Crossbows Light Crossbows 1d8 / 4.5 18 m / 60 ft Piercing
Shortbows Shortbows 1d6 / 3.5 18 m / 60 ft Piercing
Hand Crossbows Hand Crossbows 1d6 / 3.5 15 m / 50 ft Piercing
Heavy Crossbows Heavy Crossbows 1d10 / 5.5 Heavy 18 m / 60 ft Piercing
Longbows Longbows 1d8 / 4.5 Heavy 18 m / 60 ft Piercing