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Weapon actions

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Weapon actions are actions granted to a character based on the weapon they are wielding. Usually, these actions are special attacks that are superior in some way to normal attacks. Each type of weapon has its own set of weapon actions which helps distinguish weapon categories. For example, Longswords grant the LacerateLacerate, Rush AttackRush Attack, and Pommel StrikePommel Strike actions. Additionally, many special weapons have unique weapon actions on top of the ones granted by the weapon type.

In order to gain access to the weapon actions from a weapon, a creature must be proficient in that weapon type and have it equipped in the main hand or both hands. Off-hand weapons do not grant weapon actions.

Each weapon action can be used once per short rest, unless otherwise specified, and this limitation is character-specific, not weapon-specific. Therefore, a consumed weapon action cannot be restored by equipping a new weapon, but the same weapon action from a weapon can be used by different characters without taking a short rest. A weapon action is consumed even if the attack misses.

Weapon action DC[edit | edit source]

Many weapon actions are attacks that can inflict debilitating conditions on the target. For these attacks, the target gets to make a saving throw to avoid suffering the condition. The Difficulty Class (or DC) for saving throws is calculated similarly to spell save DC except for two differences: First, the spellcasting ability modifier is replaced with the ability score modifier of either Strength or Dexterity, whichever is higher. Second, each weapon action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. To express all this mathematically:

Weapon action DC = 8 + proficiency bonus + Strength or Dexterity modifier + inherent weapon action bonus DC

Certain weapon action instead use Hybrid DC which allows a user to either use their spell save DC or weapon action DC with a +2 bonus, whichever is higher. Other unique weapon actions always use the spell save DC. In all cases, the type of DC and any inherent bonus is listed in the tables below.

Prior to Patch 5, weapon actions instead had a base DC of 10 but did not add the proficiency bonus to the DC, leading to an overall lower DC after proficiency bonus increases at level 5. This was changed to the above formula after patch 5.

Basic weapon actions[edit | edit source]

The following weapon actions are granted by different weapon types. All weapons in given category will have the specified weapon actions.

Basic melee weapon actions[edit | edit source]

Weapon action Associated weapons Cost Effect Damage
BackbreakerBackbreaker

WarhammersWarhammers
MaulsMauls

Action Inflict ProneProne 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Brace (Melee)Brace (Melee)

GlaivesGlaives
PikesPikes

 6 m / 20 ft Movement Speed Reroll melee damage rolls and take the higher value
  • Duration: 1 turn
-
CleaveCleave

BattleaxesBattleaxes
GreataxesGreataxes
HalberdsHalberds
GreatswordsGreatswords

Action Strike up to 3 targets
  • AoE: 2 m / 7 ft (Cone) AoE: 2 m / 7 ft (Cone)
Halved weapon damage
Concussive SmashConcussive Smash

MorningstarsMorningstars
ClubsClubs
Light HammersLight Hammers
MacesMaces
WarhammersWarhammers
GreatclubsGreatclubs
MaulsMauls FlailsFlails

Action Inflict DazedDazed Weapon damage
Maiming StrikeMaiming Strike

War PicksWar Picks
BattleaxesBattleaxes

Action Inflict MaimedMaimed 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
Disarming StrikeDisarming Strike TridentsTridents Action Target drops weapon 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
FlourishFlourish

ScimitarsScimitars
ShortswordsShortswords
RapiersRapiers

Bonus Action Inflict Off BalanceOff Balance 1d4BludgeoningBludgeoning
  • Non-lethal damage
HeartstopperHeartstopper MorningstarsMorningstars Action Inflict Chest TraumaChest Trauma 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
LacerateLacerate

HandaxesHandaxes
SicklesSickles
ScimitarsScimitars
BattleaxesBattleaxes
LongswordsLongswords
GlaivesGlaives
GreataxesGreataxes
GreatswordsGreatswords
HalberdsHalberds

Action Inflict BleedingBleeding Weapon damage
Piercing StrikePiercing Strike

DaggersDaggers
RapiersRapiers
ShortswordsShortswords
TridentsTridents
PikesPikes
JavelinsJavelins

Action Inflict Gaping WoundsGaping Wounds Weapon damage
Pommel StrikePommel Strike

LongswordsLongswords
GreatswordsGreatswords

Bonus Action Inflict DazedDazed 1d4BludgeoningBludgeoning
  • Non-lethal damage
PreparePrepare GreataxesGreataxes  6 m / 20 ft Movement Speed Extra damage on melee attacks this turn Strength modifier SlashingSlashing
Rush AttackRush Attack

LongswordsLongswords
SpearsSpears
TridentsTridents
GlaivesGlaives
HalberdsHalberds
PikesPikes

Action
+
Movement Speed
Charge up to 9 m / 30 ft away
Inflict Off BalanceOff Balance
1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
TenacityTenacity

MorningstarsMorningstars
GreatclubsGreatclubs
MaulsMauls FlailsFlails

Reaction Inflict damage on a miss
  • Recharge: Unlimited use Recharge: Unlimited use
Strength modifier BludgeoningBludgeoning
  • Minimum 1 damage
ToppleTopple QuarterstavesQuarterstaves Action Inflict ProneProne 1d4BludgeoningBludgeoning
  • Non-lethal damage
Weakening StrikeWeakening Strike

RapiersRapiers
War PicksWar Picks
WarhammersWarhammers FlailsFlails

Action Inflict Weak GripWeak Grip 1d4 + Strength or Dexterity modifier
  • Inherits weapon damage type
  • Non-lethal damage

Basic ranged weapon actions[edit | edit source]

Weapon action Associated weapons Cost Effect Damage
Brace (Ranged)Brace (Ranged)

Heavy CrossbowsHeavy Crossbows
LongbowsLongbows

 6 m / 20 ft Movement Speed Reroll ranged damage rolls and take the higher value
  • Duration: 1 turn
-
Hamstring ShotHamstring Shot

ShortbowsShortbows
LongbowsLongbows

Action Inflict HamstrungHamstrung Weapon damage
Mobile ShotMobile Shot Hand CrossbowsHand Crossbows Bonus Action Make a bonus action attack after using DashDash or DisengageDisengage Weapon damage
Piercing ShotPiercing Shot

Heavy CrossbowsHeavy Crossbows
Light CrossbowsLight Crossbows
Hand CrossbowsHand Crossbows

Action Inflict Gaping WoundsGaping Wounds Weapon damage

Unique weapon actions[edit | edit source]

The following weapon actions are available only on specific weapons. These actions are granted in addition to the basic weapon actions associated with the weapon category.

Unique melee weapon actions[edit | edit source]

Weapon action Associated weapons Cost Effect Damage
Absolute PowerAbsolute Power  Faithbreaker Action Push target back 5 m / 17 ft

Weapon damage
+ Strength modifier
+ 1d6ForceForce

Blood MoneyBlood Money  Twist of Fortune Action Deal extra damage based on amount of gold carried by the target
  • Target's gold is consumed by this attack

Weapon damage
+ Proficiency bonus per 300 gold

Blood SacrificeBlood Sacrifice  Ritual Dagger Bonus Action Deal 1d4SlashingSlashing damage to self. Apply BlessBless to self.
  • Duration: 1 turn
-
Colossal OnslaughtColossal Onslaught  Jorgoral's Greatsword Action Strike multiple targets in a line
  • AoE: 6 m / 20 ft (Line) AoE: 6 m / 20 ft (Line)

Weapon damage
+ Proficiency bonus

Commander's StrikeCommander's Strike  Duke Ravengard's Longsword
 Ravengard's Scourger
Action
+
Bonus Action
Command an ally to make a weapon attack
  • Range: 9 m / 30 ft⁠9 m / 30 ft
  • Ally spends a Reaction on their turn to make the attack
Weapon damage + 1d8
Corrosive StrikeCorrosive Strike  Corrosive Flail Action Create a pool of AcidAcid around the target
  • Reduces Armour ClassArmour Class by 2
  • AoE: 3 m / 10 ft (Radius) AoE: 3 m / 10 ft (Radius)
  • Duration: 3 turns

Weapon damage
+ Proficiency bonusAcidAcid

Crowning StrikeCrowning Strike  Blade of Oppressed Souls Action Inflict Crown of MadnessCrown of Madness

Weapon damage
+ Proficiency bonusPsychicPsychic

Dawnburst StrikeDawnburst Strike  The Sacred Star Action Inflict BlindedBlinded in an AoE

Weapon damage
+ Proficiency bonusRadiantRadiant

Dueller's EnthusiasmDueller's Enthusiasm  Duellist's Prerogative Bonus Action If not dual-wielding, make a bonus attack with this weapon
  • Recharge: Per turn Recharge: Per turn
Weapon damage
Edge of DarknessEdge of Darkness  Shar's Spear of Evening Action Create a cloud of DarknessDarkness and hit every target inside
  • AoE: 3 m / 10 ft (Radius) AoE: 3 m / 10 ft (Radius)
  • Duration: 3 turns
Weapon damage
Gargantuan CleaveGargantuan Cleave  Very Heavy Greataxe Action Strike up to 3 targets
  • AoE: 2 m / 7 ft (Cone) AoE: 2 m / 7 ft (Cone)

Inflict Off BalanceOff Balance on self

  • Duration: 1 turn

Half weapon damage
+ 1d6SlashingSlashing

Grand SlamGrand Slam  Corpsegrinder Action
[note 1]
Damage and push away enemies in an AoE

Weapon damage
+ Proficiency bonusThunderThunder

Hellflame CleaveHellflame Cleave  Hellfire Greataxe Action
[note 1]
Strike multiple targets and inflict Roiling HellfireRoiling Hellfire

Weapon damage
+ 2d6FireFire

Hush You!Hush You!  Witchbreaker Action Inflict SilencedSilenced

Weapon damage
+ Proficiency bonus

Moonlight ButterfliesMoonlight Butterflies  Moonlight Glaive Action Create Moonlight ButterfliesMoonlight Butterflies area
  • Provides AdvantageAdvantage against creatures inside
  • AoE: 2 m / 7 ft (Radius) AoE: 2 m / 7 ft (Radius)
  • Duration: 3 turns

Weapon damage
+ Proficiency bonus
+ Proficiency bonusPsychicPsychic

Part the FleshPart the Flesh  Fleshrender Action Inflict Rended FleshRended Flesh

Weapon damage
+ Proficiency bonusNecroticNecrotic

Perfectly Balanced StrikePerfectly Balanced Strike  Belm Bonus Action Make an attack with your main-hand weapon
  • If Belm is equipped in your offhand, the attack will not be made with Belm.
  • Recharge: Per turn Recharge: Per turn
Weapon damage
Phalar Aluve: ShriekPhalar Aluve: Shriek  Phalar Aluve Action
[note 1]
Create aura that debuffs nearby enemies
  • Affected enemies take 1d4ThunderThunder extra damage when attacked
  • Affected enemies take -1d4 penalty to all saving throws
  • AoE: 6 m / 20 ft (Radius) AoE: 6 m / 20 ft (Radius)
  • Duration: 5 turns
-
Phalar Aluve: SingPhalar Aluve: Sing  Phalar Aluve Action
[note 1]
Create aura that buffs nearby allies
  • Affected allies get 1d4 bonus to attack rolls and saving throws
  • AoE: 6 m / 20 ft (Radius) AoE: 6 m / 20 ft (Radius)
  • Duration: 5 turns
-
Poison MistPoison Mist  Argument Solver Action Create a Poison CloudPoison Cloud which inflicts PoisonedPoisoned

Weapon damage
+ Proficiency bonus
+ Proficiency bonusPoisonPoison

Profane ScourgeProfane Scourge  The Undead Bane Action Inflict BaneBane on undead and fiends
  • Strength saving throwStrength saving throw
  • Weapon action DC + 2
  • Duration: 3 turns
  • Has no effect on other creature types

Weapon damage
+ Proficiency bonus
+ 2d6SlashingSlashing (only vs. undead and fiends)

Razor GaleRazor Gale  Larethian's Wrath Action Strike all enemies in a large cone
  • AoE: 4 m / 13 ft (Cone) AoE: 4 m / 13 ft (Cone)

Weapon damage
+ Proficiency bonus

Revitalising StrikeRevitalising Strike  Hoppy Action Heal yourself 1d6hit pointshit points

Weapon damage
+ Proficiency bonusNecroticNecrotic

Searing BloodSearing Blood  Rupturing Blade Action Inflict BurningBurning and BleedingBleeding

Deal 1d6SlashingSlashing to self

Weapon damage
+ Proficiency bonusFireFire
+ 1d6FireFire

SoulbreakerSoulbreaker  Soulbreaker Greatsword
 Silver Sword of the Astral Plane
Action Inflict StunnedStunned

Weapon damage
+ Proficiency bonusPsychicPsychic

Shadowsoaked BlowShadowsoaked Blow  Sword of Clutching Umbra
 Justiciar's Scimitar
Action Can attack without losing HidingHiding

Weapon damage
+ Proficiency bonus
+ 1d6PsychicPsychic

Topple the Big FolkTopple the Big Folk  Balduran's Giantslayer Action Inflict ProneProne to large or greater targets

Weapon damage
+ Proficiency bonus
+ 2d6 (if target is large or greater)

Unshackling StrikeUnshackling Strike  Orphic Hammer Action Remove RestrainedRestrained, ParalysedParalysed, and StunnedStunned
  • Recharge: Unlimited use Recharge: Unlimited use
-
Whirlwind AttackWhirlwind Attack  The Dancing Breeze
 Belm
Action Hit all enemies in a radius
  • AoE: 2 m / 7 ft (Radius) AoE: 2 m / 7 ft (Radius)
Weapon damage
Zephyr BreakZephyr Break  Nyrulna Action
[note 1]
Hit all creatures in a line. Inflict Off BalanceOff Balance and push the targets back 5 m / 17 ft
  • Strength saving throwStrength saving throw
  • Spell save DC
  • AoE: 12 m / 40 ft (Line) AoE: 12 m / 40 ft (Line)
  • Duration: 2 turns
  • Deals half damage on successful save
6d6ThunderThunder
Zephyr FlashZephyr Flash  Nyrulna Action
[note 1]
Rush forward up to 12 m / 40 ft hitting all enemies in the way. Inflict BleedingBleeding and push the targets back 2 m / 7 ft 6d8ThunderThunder

Unique ranged weapon actions[edit | edit source]

Weapon action Associated weapons Cost Effect Damage
Arcane AmmunitionArcane Ammunition  Crossbow of Arcane Force Bonus Action Increase damage of this weapon by 1d4ForceForce
  • Duration: 1 turn
-
Blinding ShotBlinding Shot  Least Expected Action Inflict BlindedBlinded

Weapon damage
+ Proficiency bonus

Bolt of Celestial LightBolt of Celestial Light  Gontr Mael Action Increase damage of this weapon by 1d4RadiantRadiant
  • Duration: 10 turns

Inflict FrightenedFrightened

Weapon damage
+ Proficiency bonus
+ 1d8RadiantRadiant

Illuminating ShotIlluminating Shot  Fabricated Arbalest Bonus Action Inflict Radiating OrbRadiating Orb
  • Duration: 2 turns
  • Recharge: Unlimited use Recharge: Unlimited use
1d4PiercingPiercing
  • Does not benefit from most damage bonuses including SharpshooterSharpshooter
Pushing AttackPushing Attack  Titanstring Bow Action Push target back 4.5 m / 15 ft Weapon damage
Reposition MalefactorReposition Malefactor  Hellfire Engine Crossbow Action
[note 1]
Pull target 9 m / 30 ft towards you Half weapon damage
  • Does not benefit from most damage bonuses including SharpshooterSharpshooter
Sacred MunitionsSacred Munitions  Gandrel's Aspiration Bonus Action Enchant this weapon to inflict TurnedTurned against undead -

NPC-specific weapon actions[edit | edit source]

These weapon actions are attached to weapons that are normally only available to certain creatures. As such, the only way for a player to access these weapon actions without exploits is to summon a creature wielding the associated weapon.

Weapon action Associated weapons Cost Effect Damage
Electrified FlailElectrified Flail  Flail of the Vortex Action Inflict StunnedStunned

Weapon damage
+ 1d10LightningLightning

Hiemal StrikeHiemal Strike  Trident of the Depths Action Inflict ChilledChilled

Weapon damage
+ 1d10ColdCold

OverheatOverheat  Azer Warhammer Bonus Action Inflict Burning FiercelyBurning Fiercely in an AoE 1d10FireFire
Scorching StrikeScorching Strike  Scimitar of Cinder Action Inflict BurningBurning

Weapon damage
+ 1d10FireFire


Inaccessible weapon actions[edit | edit source]

These weapon actions are attached to weapons that are no longer accessible through normal gameplay. They still can be accessed via third party tools.

Weapon action Associated weapons Cost Effect Damage
Blink-of-an-eye BoltBlink-of-an-eye Bolt  Light Crossbow of Speed Bonus Action Make a bonus action attack with this weapon
  • Recharge: Per turn Recharge: Per turn
Weapon damage
BloodrenderBloodrender  The Impaler Action Apply BloodrenderBloodrender to self
  • Duration: 3 turns

Weapon damage
+ Proficiency bonus

Frigid BladeFrigid Blade  Allandra's Whelm Action Inflict FrostbittenFrostbitten

Weapon damage
+ Proficiency bonusColdCold

HeadcrackHeadcrack  Sling Action Inflict DazedDazed Weapon damage
  • Non-lethal damage
Press the AdvantagePress the Advantage  Combination Axe Bonus Action After scoring a critical hit, can make a bonus action attack with your main hand weapon Weapon damage
Steadfast StrikeSteadfast Strike  Steadfast Maul Action Additional effect not implemented

Weapon damage
+ Proficiency bonus

Conditions inflicted by weapon actions[edit | edit source]

Condition Inflicted by / Saving Throw Saving Throw Penalty Additional Effects Removed by
BleedingBleeding Inflicts 2 SlashingSlashing per turn for 2 turns Healing
Chest TraumaChest Trauma One fewer Action for 2 turns Healing
MaimedMaimed Movement Speed reduced to 0 Healing
DazedDazed Can't take reactions, loses Dexterity bonus to Armour ClassArmour Class Ally Help
Gaping WoundsGaping Wounds - Receive additional 2 PiercingPiercing damage from attacks for 2 turns Healing
HamstrungHamstrung - Movement Speed halved Healing
Off BalanceOff Balance AdvantageAdvantage to attackers Ally Help or taking damage
ProneProne AdvantageAdvantage to nearby attackers Using half of Movement Speed
Weak GripWeak Grip DisadvantageDisadvantage on attacks Ally Help

Notes[edit | edit source]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 These weapon actions do not count as attacks for the purposes of Extra AttackExtra Attack and require your full Action to use.