Weapon Actions are attacks that are tied to specific weapons in Baldur's Gate 3 (BG3). Read on to learn more about each weapon action, their effects, which weapon each action is associated to, and more!
List of Contents
Action | Information |
---|---|
Absolute Power |
1d8
![]() 1d6
![]() A surge of divine energy accompanies your swing and possibly pushes the target back 5m. |
Arcane Ammunition | Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1~4 Force damage. |
Backbreaker |
1d4
![]() Possibly knock your enemy Prone. |
Blinding Shot | Weave the lost magic of the children of Deep Duerra into your shot and possibly Blind your target. |
Blink-of-an-eye Bolt | Make a ranged attack with your equipped weapon. |
Blood Money |
1d8
![]() Strike out greedily, dealing an additional 5 Piercing damage per 300 gold the that target possesses. |
Blood Sacrifice | Pain is a path to power. Take 1~4 Slashing damage to receive a +1d4 bonus to Attack Rolls and Saving Throws. |
Bloodletting |
2d6
![]() +1d6
![]() Pierce an enemy’s flesh and possibly make them Bleed. |
Bloodrender |
1d8
![]() Deal additional damage equal to your Proficiency Bonus. On a successful hit, you gain Bloodrender, which lets you deal more damage at the cost of some hit points. |
Bolt of Celestial Light |
+2
![]() +1d8
![]() Frighten your target with intimidating arrows. After attacking, ranged weapon attacks made by Gontre Motte deal an additional 1~4 Radiant damage. |
Brace (Melee) | Sacrifice 6m of your Movement Speed. For the rest of your turn, roll melee damage twice and use the highest result. |
Brace (Ranged) | Spend 6m of your Movement Speed. For the rest of your turn, roll ranged damage twice and use the highest result. |
Charger: Weapon Attack | Deal more damage: charge forward and slam your weapon into the first enemy in your way. |
Cleave |
(1d8)/2
![]() Swing your weapon in a large arc to attack up to 3 enemies at once. |
Colossal Onslaught |
1d8
![]() Channel your mettlesome strength and strike all creatures in a line. |
Concussive Smash |
1d8
![]() Possibly Dazes your target. They can't take reactions and are easier to hit. |
Corrosive Strike |
1d8
![]() +2
![]() Deal additional Acid damage equal to your Proficiency Bonus. On a hit, create pool of acid around the target which reduces Armour Class by 2. |
Crowning Strike |
1d8
![]() +2
![]() Unleash the wails of the dead that fell to your blade, and possibly instil Crown of Madness in the target. |
Dawnburst Strike |
1d8
![]() +2
![]() Deal additional Radiant damage equal to your Proficiency Bonus. On a hit, light erupts around you in a 3m area. Enemies in the light must succeed a DC 13 Constitution Saving Throw or be Blinded. |
Dazzling Ray |
2d10
![]() Unleash a beam of brilliant light that Binds all creatures in its path. Until the spell ends, you can recast the spell. Casting it again may possibly burn you each time you recast it. |
Defensive Flourish (Melee) |
1d6
![]() Attack defensively, increasing your Armour Class by 4 if you hit. |
Defensive Flourish (Ranged) |
1d6
![]() Attack defensively, increasing your Armour Class by 4 if you hit. |
Disarming Attack (Melee) |
1d4
![]() Focus your attack on foe's hands and possibly force them to drop the weapons they are holding. |
Disarming Attack (Ranged) |
1d8
![]() Focus your shot on your foe's hands and possibly force them to drop the weapons they are holding. |
Distracting Strike (Melee) |
1d8
![]() Distract your target, giving your allies Advantage on their next Attack Roll against it. |
Distracting Strike (Ranged) |
1d8
![]() Distract your target, giving your allies Advantage on their next Attack Roll against it. |
Divine Strike: Poison |
1d8
![]() Once per turn deal 1~8 Poison damage in addition to your weapon's Weapon Damage when you make a melee attack. |
Diving Strike | Leap down unto a foe, knocking them Prone. You won't take Falling damage. You must be above your target. Requires Rage. |
Dueller's Enthusiasm |
1d8
![]() While you are not dual-wielding, you can make an additional melee attack with The Dueller. |
Edge of Darkness |
1d8
![]() Create a cloud of darkness while you attack. |
Electrified Flail |
1d8
![]() 1d10
![]() Clout a foe with your lightning-suffused flail and Stun them. |
Feinting Attack |
1d8
![]() Use both your action and bonus action this turn to attack a target with Advantage and bonus damage. |
Flaming Blade |
1d8
![]() +2d6
![]() Immolate your blade like a phoenix wing and strike a foe with its blazing steel. The wielder adds their Proficiency Bonus to the damage. |
Flourish |
1d4
![]() Possibly throw your enemy Off Balance. |
Frenzied Strike |
As a bonus action, make a melee attack with your attack weapon. Will cause a stack of Frenzied Strain on the barbarian. |
Frigid Blade |
1d8
![]() +2
![]() You add your Proficiency Bonus as Cold damage. When the attack hits, apply Frostbite. The creature takes 1~4 Cold damage when making a weapon attack. |
Gargantuan Cleave |
1d8
![]() 1d6
![]() Swing your weapon with all your might. You can attack multiple targets, but become Off Balanced. |
Goading Attack (Melee) |
1d8
![]() Goad an enemy into attacking only you. It gains Disadvantage on Attack Rolls against anyone but you. |
Goading Attack (Ranged) |
1d8
![]() Goad an enemy into attacking only you. It gains Disadvantage on Attack Rolls against anyone but you. |
Grand Slam |
1d8
![]() +2
![]() Slam your weapon into the ground, thunderously impacting nearby foes and possibly pushing them away. |
Hamstring Shot |
1d6
![]() Shoot an enemy in the thigh and possibly reduce their Movement Speed by 50%. |
Heartstopper |
1d4
![]() Possibly inflicts Chest Trauma: target loses an action. |
Hiemal Strike |
1d8
![]() +1d10
![]() Pierce a creature with your frost-rimed trident and Chill it. |
Hush You! |
1d8
![]() Slash a target and possibly Silence it. |
Illuminating Shot |
1d4
![]() Fire a shimmering bolt that inflicts 1 turn of Radiating Orb upon the target. |
Incise Ligaments |
1d8
![]() +1d6
![]() Grind your saw’s blackest teeth into an enemy’s calves and possibly Slow them. |
Inject Nostrum |
1d8
![]() +1d6
![]() Inject an enemy with the mysterious liquid in your syringe and possibly Poison them. |
Lacerate |
1d8
![]() Slash at your target's vital points to make it Bleed. Undead and Constructs can't Bleed. |
Maiming Strike |
1d4
![]() Possibly Maims your target. They can't move. Flying creatures can't be Maimed. |
Manoeuvring Attack (Melee) |
1d8
![]() Attack an enemy. On a hit, you can use Force Manoeuvre on an ally, increasing their movement speed. |
Manoeuvring Attack (Ranged) |
1d8
![]() Attack an enemy. On a hit, you can use Force Manoeuvre on an ally, increasing their movement speed. |
Menacing Attack (Melee) |
1d8
![]() Possibly Frightens your target. They will be easier to hit and cannot move. |
Menacing Attack (Ranged) |
1d8
![]() Possibly Frightens your target. They will be easier to hit and cannot move. |
Mobile Flourish (Melee) |
1d6
![]() Thrust your weapon with enough force to push your target back 6m. Afterwards, you can Teleport to the target. |
Mobile Flourish (Ranged) |
1d6
![]() Shoot a target with enough force to push it back 6m. Afterwards, you can Teleport to the target. |
Mobile Shot | After using Dash or Disengage this turn, you can make a ranged attack as a bonus action. |
Moonlight Butterflies |
1d8
![]() Strike a foe, conjuring an illusory swarm of moon-pale butterflies, granting Advantage on attacks against the target. Deal additional Psychic damage equal to your Proficiency Bonus. When the target moves away from your illusion, it takes 1~6 Psychic damage. |
Part the Flesh |
1d8
![]() +2
![]() Thrust forward with diabolical precision, possibly stymying your target's ability to heal. |
Perfectly Balanced Strike |
1d8
![]() Send Belm snaking out with an adder's speed, the very exemplar of swiftness embodied in steel. |
Piercing Shot | Deal regular damage and possibly inflict Gaping Wounds, which cause extra damage on attacks. Undead and Constructs can't receive Gaping Wounds. |
Piercing Strike |
1d8
![]() Deal regular damage and possibly inflict Gaping Wounds, which cause extra damage on attacks. Undead and Constructs can't receive Gaping Wounds. |
Poison Mist |
1d8
![]() 1d4
![]() On a hit, surrounds the target with a noxious cloud that possibly Poisons those within it. |
Pommel Strike |
1d4
![]() Make a non-lethal attack against an enemy and possibly Daze them. |
Prepare | Sacrifice 6m movement speed to deal an additional 3 Bludgeoning damage with your melee weapon this turn. |
Profane Scourge |
1d8
![]() Strike with subjugating fury, adding your Proficiency Bonus to the damage roll. If you hit a fiend or undead creature, deal an additional 2~12 Bludgeoning damage and possibly Bane it. Undead and Constructs can't Bleed. |
Pushing Attack (Melee) |
1d8
![]() Pushes your target back 4.5m. |
Pushing Attack (Ranged) |
1d8
![]() Pushes your target back 4.5m. |
Razor Gale |
1d8
![]() Swing your weapon in a cyclone of steel that deals razorblade-sharp damage to all enemies within range. |
Reckless Attack | Until your next turn, you have Advantage on Attack Rolls, but enemies also have Advantage against you. |
Reposition Malefactor | Pulls the creature 9m closer to you. |
Revitalising Strike |
1d8
![]() +2
![]() Smash into a foe, wounding them and healing your own injuries. On a hit, heal 1~6 hit points. You deal additional Necrotic damage equal to your Proficiency Bonus. |
Rush Attack |
1d4
![]() Charge forward and attack the first enemy in your way, possibly pushing them Off Balance. |
Sacred Munitions | Infuse your crossbow bolts with holy energy. Your ranged weapon attacks possibly inflict Turn Undead. |
Scorching Strike |
1d8
![]() +1d10
![]() Lash out with a blazing strike and possibly Burn your target. |
Searing Blood |
1d8
![]() +1d6
![]() Cut into an enemy, dealing 1d8 + 1 Piercing damage + an additional 1d6 Fire damage to them, while you yourself take 1d6 Slashing damage. |
Shadowsoaked Blow |
1d8
![]() Strike an enemy, adding your Proficiency Bonus to the damage. Moreover, if the attack hits, it deals an additional 1d6 Psychic damage. This Attack doesn't break concealment. |
Slashing Flourish (Melee) |
1d6
![]() Attack up to 2 enemies at once. |
Slashing Flourish (Ranged) |
1d6
![]() Attack up to 2 enemies at once. |
Sneak Attack (Melee) |
1d4
![]() +2d6
![]() Deal extra damage to a foe you have Advantage against. |
Sneak Attack (Ranged) |
1d6
![]() +2d6
![]() Deal extra damage to a foe you have Advantage against. |
Soulbreaker |
1d8
![]() +2
![]() Rend the enemy's body and soul, and possibly Stun them. |
Steadfast Strike |
1d8
![]() Slam into a foe, preventing them (and yourself) from being moved involuntarily. Deal additional damage equal to your Proficiency Bonus. |
Tiger's Bloodlust | Lash out to attack up to 3 enemies at once and make them Bleed. |
Topple |
1d4
![]() Swipe at a creature to knock it Prone. |
Topple the Big Folk |
1d8
![]() Deal additional damage equal to your Proficiency Bonus. On a hit, Large, Huge, or Gargantuan creatures take an additional 2~12 Bludgeoning damage and must succeed a Strength Saving Throw or fall Prone. |
Trephination |
1d8
![]() +1d6
![]() Make a burr hole into an enemy’s skill and possibly knock them Prone. |
Trip Attack (Melee) |
1d8
![]() A powerful attack that possibly knocks the target Prone. |
Trip Attack (Ranged) |
1d8
![]() A powerful attack that possibly knocks the target Prone. |
Weakening Strike |
1d4
![]() This non-lethal attack possibly inflicts Weak Grip, hindering the target's attacks. Creatures without weapons can't have Weak Grip. |
Whirlwind Attack |
1d8
![]() Whirl your body around in a punishing swirl, striking all nearby foes. |
Zephyr Flash |
6d8
![]() Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding. |
Weapon actions are specialized attacks that are tied to either a specific weapon, or a specific weapon type. Weapon Actions often deal greater damage or even debuffs against targetted enemies. The only downside to using such weapon actions is that you will have to recharge them with Short Rests.
All Actions | |
---|---|
Weapon Actions | Class Actions |