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Weapons

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Weapons are a type of equipment 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: BludgeoningBludgeoning, PiercingPiercing, or SlashingSlashing.

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

Additionally, each weapon 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 wielder to equip a shield in their off-hand, but one-handed weapons can also be dual wielded if both weapons have the light property.[1]

Proficiency[edit | edit source]

Classes give proficiency with weapons or category of weapons, allowing the wielder 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.[2]

Property Description
Enchantment 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.
FinesseFinesse You use the higher one of your Strength and Dexterity for attack and damage rolls.
LightLight 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 beyond normal range but within long range can be attacked, albeit with DisadvantageDisadvantage. Creatures outside of long range cannot be attacked.
Extra ReachExtra 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.
ThrownThrown A melee weapon with this property can be thrown[3][4][5] for a ranged attack, and benefits 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 throwing a Dagger, which has both Thrown and Finesse, the thrower's Dexterity Modifier is used for the attack and damage rolls.
Two-HandedTwo-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.
VersatileVersatile 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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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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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)

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

Weapon Proficiencies granted by Race and Class
Racial Weapon Proficiencies
Drow RapiersRapiers, ShortswordsShortswords, Hand CrossbowsHand Crossbows
Dwarf BattleaxesBattleaxes, HandaxesHandaxes, Light HammersLight Hammers, WarhammersWarhammers
Elf LongswordsLongswords, ShortswordsShortswords, LongbowsLongbows, ShortbowsShortbows
Githyanki GreatswordsGreatswords, LongswordsLongswords, ShortswordsShortswords
Half-Elf, Human PikesPikes, SpearsSpears, HalberdsHalberds, GlaivesGlaives
Class Weapon Proficiencies
Barbarian, Fighter, Paladin, Ranger Martial weapons, Simple weapons (In effect, all weapons except Improvised.)
Bard, Rogue Simple weapons, Hand CrossbowsHand Crossbows, LongswordsLongswords, RapiersRapiers, ShortswordsShortswords
Cleric Simple weapons, FlailsFlails, MorningstarsMorningstars
Druid ClubsClubs, DaggersDaggers, JavelinsJavelins, MacesMaces, QuarterstavesQuarterstaves, ScimitarsScimitars, SicklesSickles, SpearsSpears
Monk Simple weapons, ShortswordsShortswords
Sorcerer, Wizard DaggersDaggers, Light CrossbowsLight Crossbows, QuarterstavesQuarterstaves
Warlock Simple weapons

Improvised weapons[edit | edit source]

Objects that are not 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 quick overview of their properties. The ranges listed for ranged weapons is their normal range; they also have an extended range which exceeds this [6], but confers DisadvantageDisadvantage to the attacker.

Weapon Damage Range Properties Basic weapon actions
1h 2h
Simple melee weapons
ClubsClubs 1d4 Bludgeoning 1.5 m (5 ft) Light Concussive Smash
DaggersDaggers 1d4 Piercing 1.5 m (5 ft) Finesse, Light, Thrown Piercing Strike
HandaxesHandaxes 1d6 Slashing 1.5 m (5 ft) Light, Thrown Lacerate
JavelinsJavelins 1d6 Piercing 1.5 m (5 ft) Thrown Piercing Strike
Light HammersLight Hammers 1d4 Bludgeoning 1.5 m (5 ft) Light, Thrown Concussive Smash
MacesMaces 1d6 Bludgeoning 1.5 m (5 ft) Concussive Smash
SicklesSickles 1d4 Slashing 1.5 m (5 ft) Light Lacerate
QuarterstavesQuarterstaves 1d6 Bludgeoning 1d8 Bludgeoning 1.5 m (5 ft) Versatile Topple
SpearsSpears 1d6 Piercing 1d8 Piercing 1.5 m (5 ft) Versatile, Thrown Rush Attack
GreatclubsGreatclubs 1d8 Bludgeoning 1.5 m (5 ft) Two-handed Concussive Smash, Tenacity
Martial melee weapons
FlailsFlails 1d8 Bludgeoning 1.5 m (5 ft) Concussive Smash, Tenacity, Weakening Strike
MorningstarsMorningstars 1d8 Piercing 1.5 m (5 ft) Concussive Smash, Heartstopper, Tenacity
RapiersRapiers 1d8 Piercing 1.5 m (5 ft) Finesse Flourish, Piercing Strike, Weakening Strike
ScimitarsScimitars 1d6 Slashing 1.5 m (5 ft) Finesse, Light Flourish, Lacerate
ShortswordsShortswords 1d6 Piercing 1.5 m (5 ft) Finesse, Light Flourish, Piercing Strike
War PicksWar Picks 1d8 Piercing 1.5 m (5 ft) Maiming Strike, Piercing Strike, Weakening Strike
BattleaxesBattleaxes 1d8 Slashing 1d10 Slashing 1.5 m (5 ft) Versatile Cleave, Lacerate, Maiming Strike
LongswordsLongswords 1d8 Slashing 1d10 Slashing 1.5 m (5 ft) Versatile Lacerate, Pommel Strike, Rush Attack
TridentsTridents 1d6 Piercing 1d8 Piercing 1.5 m (5 ft) Versatile, Thrown Disarming Strike, Piercing Strike, Rush Attack
WarhammersWarhammers 1d8 Bludgeoning 1d10 Bludgeoning 1.5 m (5 ft) Versatile Backbreaker, Concussive Smash, Weakening Strike
GlaivesGlaives 1d10 Slashing 2.5 m (8 ft) Two-handed Brace (Melee), Lacerate, Rush Attack
GreataxesGreataxes 1d12 Slashing 1.5 m (5 ft) Two-handed Cleave, Lacerate, Prepare
GreatswordsGreatswords 2d6 Slashing 1.5 m (5 ft) Two-handed Cleave, Lacerate, Pommel Strike
HalberdsHalberds 1d10 Slashing 2.5 m (8 ft) Two-handed Cleave, Lacerate, Rush Attack
MaulsMauls 2d6 Bludgeoning 1.5 m (5 ft) Two-handed Backbreaker, Concussive Smash, Tenacity
PikesPikes 1d10 Piercing 2.5 m (8 ft) Two-handed Brace (Melee), Piercing Strike, Rush Attack
Simple ranged weapons
Light CrossbowsLight Crossbows 1d8 Piercing 18 m (60 ft) Two-handed Piercing Shot
ShortbowsShortbows 1d6 Piercing 18 m (60 ft) Two-handed Hamstring Shot
Martial ranged weapons
Hand CrossbowsHand Crossbows 1d6 Piercing 15 m (50 ft) Light Mobile Shot, Piercing Shot
Heavy CrossbowsHeavy Crossbows 1d10 Piercing 18 m (60 ft) Two-handed Brace (Ranged), Piercing Shot
LongbowsLongbows 1d8 Piercing 18 m (60 ft) Two-handed Brace (Ranged), Hamstring Shot

Story-related weapons[edit | edit source]

The following items are needed to advance certain quests:

Unused weapons[edit | edit source]

Unused Weapon Types[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
DartsDarts 1d4 Yes 18 m / 60 ft Piercing
SlingsSlings 1d4 18 m / 60 ft Bludgeoning

Inaccessible Weapons[edit | edit source]

The following individual weapons exist in the game files but cannot be obtained through regular means:

Common

Uncommon

Rare

Very rare

Legendary

Removed Weapons[edit | edit source]

The following items were removed from the game:

Weapons used by summons[edit | edit source]

The following weapons are automatically equipped on summoned creatures and cannot be obtained without exploits.

Other weapon lists[edit | edit source]

The following are pages where lists of weapons can be found to achieve specific goals, such as maximizing a character's Spell DC or attack bonuses.

List of all weapons categorized by rarity:

Notes and references[edit | edit source]

  1. The Dual Wielder feat removes this limitation and also allows dual-wielding of versatile weapons, which are never light.
  2. In Early Access there were two properties called HeavyHeavy and Loading. These are properties in the tabletop game, but their effects were never implemented and they did not make it into the final game.
  3. In most circumstances, throwing a weapon with the ThrownThrown tag only adds that weapon's base damage along with the wielder's Ability Score Modifier (Strength) and Proficiency Bonus as usual. Additional damage properties, such as radiant damage from the  Shining Staver-of-Skulls, are not applied.
  4. In most circumstances, throwing a weapon with the ThrownThrown tag does not add additional effects from weapon actions.
  5. Items which specifically state they add a particular type of extra damage when thrown, such as lightning damage from a  Lightning Jabber, will add their extra damage.
  6. The exact distance added by extended range is not yet known, but likely not exceeding 20% more than standard range.

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