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Warhammers

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Warhammers Warhammers are a type of versatile martial melee weapon. The following are some base attributes common to most warhammers, although special or magical variants may be significantly different. For the most common, nonmagical type of this weapon, see Warhammer. Further down below, you can find a list of all warhammers in the game.

Properties

One-handed damage
Two-handed damage
Details
 Versatile
 Melee: 1.5 m / 5 ft
Dippable Dippable

Actions[edit source]

Proficiency Icon.png If you have proficiency, equip in main hand to gain:

Backbreaker Backbreaker (Action)
Put extra force behind your strike to possibly knock your enemy Prone Prone. ( Recharge: Short rest.)
Concussive Smash Concussive Smash (Action)
Hit an enemy with all your might to deal damage and possibly Daze Daze them. ( Recharge: Short rest.)
Weakening Strike Weakening Strike (Action)
Target an enemy's hands with a non-lethal attack and possibly inflict Weak Grip Weak Grip. ( Recharge: Short rest.)

List of warhammers

ItemEnch.DamageDamage
type
WeightPriceSpecial
Azer Warhammer1d8Bludgeoning2.7 kg
5.4 lb
0
Overheat Overheat (Bonus Action)
Release a fraction of your inner fire. All nearby creatures take damage and start Burning Fiercely Burning Fiercely.
Pactbound Warhammer1d8Bludgeoning2.7 kg
5.4 lb
0
Warhammer1d8Bludgeoning2.7 kg
5.4 lb
50
Ceremonial Warhammer+11d8 + 1Bludgeoning2.7 kg
5.4 lb
65
Faithbreaker+11d8 + 1Bludgeoning2.7 kg
5.4 lb
300
Absolute Power Absolute Power (Action)
A surge of Divine energy accompanies your swing. It deals an additional 1d6ForceForce damage and possibly pushes your target back 5 m / 17 ft. ( Recharge: Short rest.)
Intransigent Warhammer1d8Bludgeoning2.7 kg
5.4 lb
100
Impulse Blast
Knocks nearby creatures Prone Prone after killing a target or landing a Critical Hit.
Warhammer +1+11d8 + 1Bludgeoning2.7 kg
5.4 lb
65
Charge-Bound Warhammer+11d8 + 1Bludgeoning2.7 kg
5.4 lb
310
Favoured Weapon
This weapon has a +1 bonus to damage and Attack rolls.
Galvanic Currents
This weapon deals an additional 1d6LightningLightning damage.
  • This hammer's magical powers only function if it's bound to an Eldritch Knight or is a Warlock's Pact or Hexed weapon. These effects are in addition to the weapon's +1 enchantment.
Clown Hammer+21d8 + 2Bludgeoning2.7 kg
5.4 lb
310
Grim Irony
Whenever this weapon lands a critical hit, both target and attacker must succeed a Wisdom Saving Throw, or be affected by fits of laughter fits of laughter.
Hammer of the Just+21d8 + 2
1d4
Bludgeoning
Radiant
2.7 kg
5.4 lb
310
Slay the Wicked (Bludgeoning)
This weapon deals an additional 1d6BludgeoningBludgeoning damage against Fiends and Undead.
Detect Thoughts Detect Thoughts (Action)
Cast as a level 1 spell ( Recharge: Long rest.)
Ketheric's Warhammer+11d8 + 1
1d4
Bludgeoning
Psychic
2.7 kg
5.4 lb
310
Warhammer +2+21d8 + 2Bludgeoning2.7 kg
5.4 lb
155
Dwarven Thrower+21d8 + 2Bludgeoning2.7 kg
5.4 lb
770
Homing Weapon
This weapon will return to its owner when thrown.
Dwarven Thrower
A Dwarf throwing this warhammer deals an extra 1d8BludgeoningBludgeoning damage. If the target is a Large, Huge or Gargantuan creature, the strike deals an additional 2d8BludgeoningBludgeoning damage.
Orphic Hammer+31d8 + 3Bludgeoning2.7 kg
5.4 lb
770
Spell Resistance
You have Advantage Icon.png Advantage on Saving throws against spells.
Unshackling Strike Unshackling Strike (Action)
Smite the magical bonds keeping a creature Restrained Restrained, Paralysed Paralysed, and Stunned Stunned, freeing it.

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